Hello everybody there!
I am Sergio, I'm 23 years old and today, as my first topic here, I want to share with you all the thing I am working on! I am still working on this mask, then I will update every step I get keeping you all in touch. So, any critic and suggestion will be really welcome
Let's go to the concept!
Basically, I've been sketching this concept the year I've been living in a student accomodation, in a house with 9 girls! So I put this draw in the main hall, regarding it must be the guardian who give a look to those girls.
He doesn't need mouth to talk, he talks through eyes with the one in the place of mouth. He must be really wise and silent at the sime time, as someone who is present in that place, but you just recognize it as "environment".
Now, after 3 year, I decided to move it on 3D!
As first step I needed to sketch fast the side part of it.
Once that, I started making it on Maya...I just finished to model it, I am maybe going to add some detail on the face mesh, using Mudbox, but not sure abouth this. Here some screenshots about how I am going on 3D.
[IMG]
http://imageshack.com/a/img908/148/FfuKCF.png http://imageshack.com/a/img909/7648/0KPbLY.png[/IMG]
I am giving a look how about textures...still difficult, cause, for example, I would like to give a glass glowy effects for the up eyes.
Any thought is welcome!!!
Replies
Now onto the criticism,
do you have any more sources? inspirations?
the 2 concepts pictures you give don't portray a lot of 3D information, theres no notable lighting and the shapes look rather flat, its hard to judge how the model is doing without knowing what it is actually meant to look like.
In terms of how the model looks at the moment, its got way too high a poly count for the information its portraying, I'd definitely lower the poly count significantly before working with it in a sculpting program.
Solutions!
I imagine your going for a tribal mask feel so a quick google search threw up some nice sources which may help you design the patterns and get a better defined shape, aadmittedly most of these will be fakes or purely made up for western decoration. I'd throw up actual searches on south american and african deities if you want an euthentic looking mask.
https://www.google.co.uk/search?q=tribal+mask&num=100&espv=2&source=lnms&tbm=isch&sa=X&ei=JSbaVMPQBsb7aqS1gqgM&ved=0CAgQ_AUoAQ&biw=1842&bih=903
The polycount lowering takes a good deal of practice, in this particular case I'd start from scratch, its much easier to add poly's than it is to take them away (hence why you should start with a low poly mesh in mudbox)
Well, about inspiration, when I draw the first sketch, I really didn't have a starting point, I just draw it. But I've always been appreciating masks of ancient population like Maya, Aztech for their shape meaning, and tribal african mask for their colours. So I like to mix these influences with shading
Here something
About models, in Mudbox I'd add just very few things, quite no percectible. That's why I got basic shape on maya. But your suggestion to start on a low polycount it's a great deal.
About lighting, I don't really use it on my draw, because I do prefer add it once in 3D because I'm more skilled with digital than drawing. And this is for most things I do.
When I draw I just want to create the basic trackline for make evertyhing in digital. When I got color as well, as in this case, it's a very big plus!
In the picture I uploaded, I smoothed meshes with maya, sorry! That's why it look more high-poly.
I am now going to define a scheme were I should get the type of shading for each part!