Hello folks. I wanted to share the piece I am currently working on. It's a space marine type suit. My main goal for this piece is to diversify my portfolio and get more practice with stylized pieces. I also want to get better at understanding and implementing PBR into my pipeline so I will be texturing this piece in Substance with PBR in mind.
Alright, let's get to it!
I started with a rough sketch. I was mostly inspired by sci fi art from the 80's. I looked at a bunch of older space suit art pieces and I really liked the spherical shapes that were apparent in that era of sci-fi art. I also referenced Megaman and Blizzard's classic space marine design.
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Throughout the modeling process I constantly checked the silhouette of the armor just by simply turning the material color to black and redrawing the mesh.
It really helped me get an idea of how the overall shapes looked and how this character would look at various angles.
Early Dynamesh
I etched in some rough thigh pieces and knee pads. I also put in simple panel lines and cut in some plates to break up the larger forms.
I also squashed some of the proportions, especially for the feet to try and push the stylization more. I also refined the back of the neck a bit more and cut the outer shoulder plate inwards.
Still experimenting with various shapes at this stage but after receiving some much needed feedback, I realized that someone needed to be able to enter and exit this thing and there was really no way for this guy to be able to bend his arms!
I also started polishing up some of the pieces I was happy with, still Dynamesh at this stage.
I opted for making the knees part of the shin again and sectioned off the back of the calf. I retopologized the pieces I wanted to keep along the way.
I also cut the hand guard down the middle and made it a larger shape and more interesting (I feel). Added a backdoor and a flame thrower barrel for good measure as well!
I got some suggestions to reduce the number of vents on the back of the jetpack and that this guy should probably have a helmet of sorts so I added that in the next iteration.
The proportions were not quite where I wanted them to be. He was feeling a bit too skinny in some areas and I was going for more bulky shapes.
I am currently placing my UV shells onto my unwrap and will begin my bakes very soon! I'm going to be texturing this piece using PBR in Substance and doing renders in Unreal, pretty stoked to be working with new tech!
Design wise, you should pull back on the dimples. It just makes the character overall feel flat.
Again, thank you very much for the feedback!
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At this stage, I am going to continue through design-wise as I want to move on to other projects.
I really appreciate your comment and your feedback Finalhart. Thank you!!
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First of all.. Kudos on the consistent posting without replies lol... secondly, the models looking good but my input on the most recent render is that the damage on the model is a little too plain. It's just too evenly distributed... and also some areas on the model where it has damage doesn't seem convincing either e.g. neck area/feet, it's a bit everywhere... Just have a rethink of it and have another try at it... it's also looking a little too noisy.. like when something has been repainted with a black or white low opacity brush several times.
Keep going though, shows promise *peace sign*
Thank you for your feedback, your points about where the damage is located made a lot of sense especially when it comes to the next and head area. As for the noise, I have gotten several comments confirming the nosiness of the mesh. I tried going back in and painting some of the noisy divots out in my normal, curve, and AO but it was giving me some nasty looking reflections that I just couldn't get rid of unless I started over again from scratch.
I think considering that I am far along in the texturing process I am going to wrap this model up to the best of my ability and move on to other projects. This particular piece was a very big learning experience, especially when it comes to design which is definitely one of my weaker skills.
Thank you again, I really appreciate your words of advice and encouragement. It really does help me better myself as an artist and for that I am thankful!
My next step in to finalize his skin and get him posed and move on to final renders.
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