Hey guys!
First and foremost I'd like to provide a little background information. I'm a University student in my final year of my Computer Games Design degree. Largely I prefer working on hard surface and character modelling, but I wouldn't say I'm specialized in these area's. Upon reaching the final year I've opted to re-design Tyrael from Diablo as a biker from Sons of Anarchy as my main piece of work, and a motorbike as my secondary piece. The plan is that at the end the two pieces will combine into a great piece of work for my portfolio!
Now I've been working on both pieces for a while now, but could really use some feedback on the character. I feel it's coming along quite nicely, but definitely has some area's that need improving; but I can't quite pinpoint them myself. I'm hoping that some of you will be kind enough to provide me with some feedback, no matter how minor it is, which will help me to improve as a 3D Artist.
3DS Max has decided to butcher some of the really fine detail from the sculpt for some reason, all of the great stuff like skin pores/wrinkles/veins are in there.
I also have a quick ZBrush turntable;
[ame]
https://www.youtube.com/watch?v=nBZYqk9GjmM[/ame]
Additionally, I was wondering if anyone would be kind enough to impart some wisdom regarding rendering to me. At the moment my knowledge of it is basic at best and I really feel this is one of the things that is letting my work down. I've had a look around, but can't seem to find any guides to getting the best result out of it.
Replies
@Har Thanks very much I'll check it out!
Here's a good reference image for that: http://www.quickstitch.co.uk/images/products/zoom/1267714381-43608300.jpg
You can see that there are many details you're missing, like the hem on the inside of the pants, the cuff hem, and the general texture and wrinkles/folds. With regard to the pants, I think you could also push the front pockets more (they're currently rather sketchily defined), and the back pockets could be larger too.
I think you could also push the materials/fabric more. Some of that will happen when you're texturing, but other aspects are important to remember at this stage too. For example, what material is his vest? The style of the back of the vest reminds me of a motorcycle vest, so I would be inclined to make it read more like leather. In that same train of thought, motorcycle vests like that tend to have pretty prominent hardware and collars, like this: http://image-cdn.zap2it.com/images/sons-of-anarchy-wolfsangel-preview.jpg (note the snaps/hardware for closing the vest)
I agree it's certainly worth doing another pass to try and get more detail in it, because looking at it now it looks too general as you quite rightly stated.
I did put a small amount of detail into the fabrics and such but largely I was told not to bother by my lecturer because of (as you also mentioned) the texturing process doing it for me. That said, I'll certainly try and add more than I currently have in there!
Thanks again for your time