Hello Polycount community!
My name is Alexander. Sorry for my English.
I'm working on Tarot character. Original concept by
SonyaM you can here:
![Image: http://fc05.deviantart.net/fs71/i/2014/304/2/a/tarot_by_sonyam-d84rnvo.jpg tarot_by_sonyam-d84rnvojpg](http://fc05.deviantart.net/fs71/i/2014/304/2/a/tarot_by_sonyam-d84rnvo.jpg)
SonyaM deviantart page:
http://sonyam.deviantart.com/art/Tarot-491738532
Help me with this chainmail guys. How i can do this? It's look like linked coins.
![Image: http://i.imgur.com/Pf6xTSC.jpg Pf6xTSCjpg](http://i.imgur.com/Pf6xTSC.jpg)
I try do this by: Mask coins --> Edge loop --> Panel loops, but range between coins too big. Some coins must be overlapped each other.
Have you some advices for this workflow stage?
![Image: http://i.imgur.com/ySHDLFo.jpg ySHDLFojpg](http://i.imgur.com/ySHDLFo.jpg)
I will keep this thread updated. Below i attached images of current stage process.
I want some critics and recommendation about my work.:)
Tabard with alpha masking. I divide mesh and polypaint torn parts in black color. After create texture from polypaint.
![Image: http://i.imgur.com/nstlfS4.jpg nstlfS4jpg](http://i.imgur.com/nstlfS4.jpg)
This chest have no texture. Just color fills and cavity shadows. Some feedback about material will be great. :thumbup:
![Image: https://us.v-cdn.net/5021068/uploads/editor/ut/q283djla7hjx.jpg](https://us.v-cdn.net/5021068/uploads/editor/ut/q283djla7hjx.jpg)
In this stage i retopologizing body in 3ds Max. Head stage:
![Image: http://i.imgur.com/qWk6RBX.jpg qWk6RBXjpg](http://i.imgur.com/qWk6RBX.jpg)
I waiting for your comments!
Check my deviantart:
http://heavendefender.deviantart.com/ for others projects!
Thanks and Happy New Year everyone!![](src)
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
:)
Replies
A little bit change face topology, add caps and mouth.
Retopology body mesh. I don't really know how should look like knees and elbows topology. i looped it. This mid poly mesh for nice sculpting and posing. It is not for animation. Anyway i waiting for critique.
With new topology i add more face details. It's look like not really close to reference, this face much more older.
Heeeelp meee pleaseee
Thanks!
I have tried to fix protruding eyes. Working on face forms, learning face anatomy
I'm happy about every kind of critique and feedback!:)
Thanks!
I do not have much time for this project, and i update this as I can. I have funny render week
Anyway, now I working on armor.
Made gauntlets, boots, pauldrons and other parts. Made better proportions.
I don't really sure which workflow is better, but in this case I use dynamesh for solid parts. Also I use dynamesh polygroups, to reduse subtools count.
I have a lot of fun, when made gauntlets. Next time I want make steps guide for detailing iron armor pieces. This not look like real metal, but I like this. For scratches I use rhombus alpha. Seams made in 3 steps: crease, inflat and my seam brush.
I made changes in original concept and add this leather belt. Without this part, iron pieces on sides look really bad, but may be this only my perception
Waiting for comments!:)
Thanks!
Complete belt.
Add folds on pants, create model of sword. I reworked folds 4-5 times, because don't really sensed gravity, volume and textile material. But with each new attempt i feel it better.
Also like a folds, hair was hard for me. I made it 3-4 times. After each try, i google sculpts, brushes, etc. In last try i understood how to make this attractive.
I try my new hair brushes, with rhomb alpha. Very interesting effect. This is download page.
http://heavendefender.deviantart.com/art/Hair-Brushes-527725209
Next step is posing model. 70% subtools is dynamesh. I did not want retopologize dynamesh part, so I decided to not use transpose master. I moved each subtool individually, and I want to say it's too long.
After posing a model i made coinmail and tabard. Mail i make with new feature, nanomesh, and i glad how it look like. There is macroshot.
Tips!
There is sample. For creating placing mesh, i cut part of character body, dynamesh it with low resolution and cut caps. I think dynamesh better than Zremesher with adaptive size -> 0. Dynamesh creates topology by axial planes. Better workflow is dynameshing with low resolution in T-pose, merging placing mesh with body, posing, splitiing meshes, direction of mesh edges will coincide with the direction curves of body, creating sample of chainmail, creating nanomesh brush, draw on polygon of placing mesh.
Tabard's model is thin geometry. I created dynamesh form of tabard, make folds, mask torn pieces, edge loop masked border.
Here another shot of model.
After, i wanted to create cross for character. He is paladin, who fight with demons and other scum :poly121:. I understand, what i am not too good in decorative modeling. I opened new chapter in my modeling and design study. Waste a lot of time to create this
There is a model.
I know, not necessary to creating these hard things for simple characters, anyway a have a lot of fun and got a nice experience. Never make things like this.
Never stops on same things, try to find yourself in different things. New barrier, new path, new experience!:)
Now I think about the fact that next, i add the side belts, create folds from belts on tabard. Now I work over some visual details, and think about visualisation. Render in zbrush may be. Mat caps or standart materials + composing in photoshop. Polypaint or make like sculpture. Brr so many ways.
Thanks!
I finished character model. Add belts, change folds and metal texure. Render in Zbrush.
This full resolution preview.
This high resolution front view.
Other macro views.
This study stage is done. This is big experience of sculpting and modelling for me.
I accept all critique.
Thanks!
just the folds on his shirt make no sense at all
theyre not affected by the belts or anything surrounding the shirt
(on the skritthingy its not so noticeable but they also should be affected by the belts)
and the stones could use some more polishing