Hey all, I started working on a new character and wanted to get some input on the design and critique in general. He's pretty early on but my intent is to do texture-only pass on him and see what I can work up in the next week.
I did a paintover of the model I sketched up to get the general feel for what I was going for, so do tell me what you think!
All critiques are welcome
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I also went ahead and UV'd while adjusting some of the edgeflow and shape on the gloves, the fingers were looking a bit stubby for my tastes.
I also did a very basic paintover as a base for texturing in Zbrush with the time I had left tonight, not much too it, but if you have any comments on the colors or what have you, feel free to keep up the critiques
Thanks!
Tell me what you think, as I believe this is the type of route I'll end up going with the rest of the leather pieces!
I did a paint over of your leather gloves to give you a feel of some things you need to watch out for.
More contrast! If you desaturate your model you'll notice that the darks and lights don't stray too far from the base color, pushing both of those values will help make things pop.
Use overlays of color to give your model more life, right now the lights and darks are just value shifts of the same color. For example in the paintover I used a almost-black purple to get inside the creases, and a very light yellow to accent the edges of the leather and highlights of the stitches.
Don't forget wear and tear! Understanding how materials wear away, leather especially, it really helps sell the material
Gradients and lighting: Very important on hand-painted models because it gives a visual hierarchy, and illusion of depth. Most often lighting is painted with light shining down on the model, since most attention is usually paid to the face and less so to the feet. I would gather reference of what kind of lighting and style you want. You can bake out AO and gradients to assist with getting the lighting information correct.
I hope this helps!
Feel free to tell me what you guys are thinking!
It too low and would be annoying if you actually have to walk with the bag.
Other than that it looks really great, keep it up.
Give him a unique pose please!
His skin is currently bothering me, it looks like some of the areas you have painted don't work with the geometry, it's pretty apparent on the side view with the shin and lower lips. His skin is also very yellow and is in need of some cooler tones. Warmer tones will also help the skin look more lively on areas like the nose, ears, cheeks and lips.
I made your renders gray-scale so it could be easier to see where you need more contrast. Some materials also need some more defining, especially the things that need to be shiny like the metal and glass materials. Considering your model is also stylized it would look great with a top-down gradient (lighter on the top darker on the bottom) to help draw attention to the face and help fake the lighting a little bit more. Look up Dota2 or LoL style gradients if you want to know how to achieve this.
I hope this helps and keep at it! :thumbup:
I went about giving a general gradient to the entire model while adjusting the face based on facial hues, and the result is pretty great as you said. I'm loving how he has come out so far.
Looking to wrap this guy up texture wise, so definitely give me your thoughts guys, thanks!
Does anyone have any solid tips for painting weights specifically? It's always been something I struggle with, and I've yet to find a really solid source to help me think through it more effectively.
Thanks, looking to update with some posing action soon!
Looking forward to my next project, thanks again!
I really love it.