Hey guys,
Have been trying out a lot of character modelling lately. And thought maybe I would start a thread to get some inputs on the road I have nearly finished the materials for the head at this point!
Have you thought of any kind of background for her? Is she a servant, soldier or some kind of one of a kind prototype that went through a lot of crazy shit?
With a stylistic approach having a lot of personality/story is essential in my opinion. Right now a lot of the detail seems to conflict with each other and I feel like having a story would help a lot.
For instance, why is there a lot of chipping, but no other wear and tear at all? If she fights, I would expect scratches, cuts, areas patched up, etc. If she's like an old prototype, I'd expect the materials look less clean, dirt in the cracks, dust, rust, etc.
It's also easier to give advice that way. You don't have concept art nor photos to compare to.
Thank you Bedrock for the input
I made a new material that has more like an " abandoned in the desert" kinda theme. Still not finished, but at least you can see what I'm going for!
Wow really nice! Are you using PBR? I feel like the material definition is a little too similar across the board, as if everything is made out of the plastic material. Maybe underneath the "skin" it's actually some kind of metal?
I also think the white in the eyes could be a little dirtier, they look pristine clean atm.
Also be careful with using orange in the background, colors like that draw a lot of attention and I feel like something colder would be less distracting.
Yeah looks better What did you use for the chipping? Ndo2? Feels like I'm seeing brushstrokes in some areas, like under the mouth and between the eyes. Maybe just go in and roughen it a bit? It would be nice to add some subtle scratches in the chipped areas to mix it up a bit.
The underlying metal is better, but I've been working with U4 a lot lately and I think that's not quite how metal looks like in PBR. Looks more like a really shiny plastic. Although I'm still not sure if this is PBR, haven't worked with the old system for a while.
If you are really committed to this then I think some hair would be nice. Unfortunately a big bald silhouette is just not that interesting to look at and I feel it would REALLY boost this piece. Fabric can also be a nice alternative, it also helps framing the face better.
That picture also has some really nice detail in the dark, metallic areas. If you use NDO you could probably pull off something really similar, but I'm not sure if it would mess up the overall aesthetic of your character. Alternatively I've seen this sculpt that uses some simple bump to differentiate between the skin and artifical material, maybe give this a try? It might end up looking horrible, but I think it's a good way to make surfaces look interesting without it being too distracting.
Replies
With a stylistic approach having a lot of personality/story is essential in my opinion. Right now a lot of the detail seems to conflict with each other and I feel like having a story would help a lot.
For instance, why is there a lot of chipping, but no other wear and tear at all? If she fights, I would expect scratches, cuts, areas patched up, etc. If she's like an old prototype, I'd expect the materials look less clean, dirt in the cracks, dust, rust, etc.
It's also easier to give advice that way. You don't have concept art nor photos to compare to.
I made a new material that has more like an " abandoned in the desert" kinda theme. Still not finished, but at least you can see what I'm going for!
I also think the white in the eyes could be a little dirtier, they look pristine clean atm.
Also be careful with using orange in the background, colors like that draw a lot of attention and I feel like something colder would be less distracting.
And I agree with the orangething... changed it quick!
The underlying metal is better, but I've been working with U4 a lot lately and I think that's not quite how metal looks like in PBR. Looks more like a really shiny plastic. Although I'm still not sure if this is PBR, haven't worked with the old system for a while.
If you are really committed to this then I think some hair would be nice. Unfortunately a big bald silhouette is just not that interesting to look at and I feel it would REALLY boost this piece. Fabric can also be a nice alternative, it also helps framing the face better.
That picture also has some really nice detail in the dark, metallic areas. If you use NDO you could probably pull off something really similar, but I'm not sure if it would mess up the overall aesthetic of your character. Alternatively I've seen this sculpt that uses some simple bump to differentiate between the skin and artifical material, maybe give this a try? It might end up looking horrible, but I think it's a good way to make surfaces look interesting without it being too distracting.