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MrCroc-WiP

polycounter lvl 4
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Row' polycounter lvl 4
Hi there !

I started to work on this guy during a Zbrush class and he was first supposed to be a "no brain sculpt made only for fun".

But then, I decided to use him to experiment on character creation workflow (and especially on how to create good looking diffuse and normal maps using Zbrush and 3DSMax).

Here's the new version currently in progress.
4EszHjUgzlaTt1.jpg


Old version :
4EszHjU.jpg


yqreicN.jpg

IKqTe9Q.jpghttp:

VKsvM67.jpghttp:

7rogF0v.jpg

For the moment, he's got a complete retopology and textures set and I started to make some renders in UE4. I plan to rig and animate him but, as I made him completely from scratch, I'm afraid his structure his not optimised for animation ... And I'm a bit unsure about the lowpoly topology.

Anyway, let's give it a try ! Stay tuned, I should post some progress soon. Any critiques and advices are very welcome.

Cheers ! :)

Replies

  • blinKX10
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    blinKX10 polycounter lvl 7
    Overall it looks really boring, there's no detail in the texture. It needs more color variation.

    Your anatomy in the sculpt needs some work. I understand this thing isn't exactly human, but you are making a creature that seems to resemble human anatomy. I'd recommend getting together a bunch of reference images to help you. Right now it doesn't look like a finished sculpt, it looks like its still a WIP.

    TL;DR- This project would benefit from revisiting your sculpt and then working forward from there.
  • Yadoob
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    Yadoob polycounter lvl 7
    Love the face and the overall shape ! The colors are nice too. I think you can put a little bit more love to the hands and feets because they look "blob-ish".
    The low poly is a mess except for the head which have a nice poly flow. Personnaly, I like to draw on top of the model some guidelines for te edge flow, it can be quite helpful. Take a look also here : http://blenderartists.org/forum/showthread.php?289048-Modelling-holes&p=2356035&viewfull=1#post2356035

    keep it up!
  • Crazy_pixel
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    Crazy_pixel interpolator
    I agree with the other comments, your character needs a little bit more work to make him good. Give him a interesting shape and textures and also a pose :)
    Your UV space could also be better (shells bigger, looking for symetry parts etc.)

    Keep it up :)
  • Row'
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    Row' polycounter lvl 4
    BlinKX10 : I agree with you on the diffuse, I may look at more reptiles skin reference to create something more interesting. About the anatomy, I wished to create something very caricatural, so I didn't use any human reference and it seemed ok to me. Anyway, I created it without using any concept art, and I admit the sculpt really suffers from it. I don't know if I'm going to revisit this sculpt but I keep it in mind for next projects. Thank you for your feedback!

    Yadoob : I notice you're still trying to convert to me Blender ! Anyway, thank you for the tips, I have no excuses to make bad retopologies anymore ! Cheers :)

    Crazy_pixel : Thank you ! I should improve the UV's if I want to work on a better diffuse.
  • Row'
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    Row' polycounter lvl 4
    Hi folks ! I finally started to work on a new version of MrCroc, here's a quick progress shot. :)

    gzlaTt1.jpg

    Trying to create more interesting and sharp shapes (Trim dynamic brush is my new favourite, thanks to Yadoob who made me discover how great this tool is!) and a bit more accurate anatomy. Still, I'm not very sure about the tail ... What do you think?
  • Yadoob
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    Yadoob polycounter lvl 7
    Well, the shapes are way better for sure, I do think however that you sculpt with too much poly at this stage so you have trouble to create smooth and clean surface.

    Care also to not over-use the trim brush but mix it with other smooth brush to get nice contrast like you did in his back.

    And you don't have any excuses for that little finger :).

    Keep it up !
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