I like how it is turning out. His crotch area looks rather strange to me at the moment but I assume that is still being worked on. I also think that the thumbs look a little strange, like they are too high up on the arm.
The torso looks very short vertically in comparison to his head. Including the head, it should be around 4 heads tall for an ideal figure, and yours look like its about 3 heads. Additionally the lower limbs should also be around the same said length as the torso.
I really like the arms and the head you've got. With adjustments to the body I reckon this has some real potential! Keep it up!
The main thing that sticks out to me is the torso anatomy could use some work; because the character is bare chested it draws attention to that area. You'll need the anatomy to be perfect.
I'd find some real world reference, isolate the torso, and spend a few hours just tweaking it to match the refs as close as possible. Right now his whole oblique/seratus area looks strange and his pectoralis needs to wrap over his bicep beneath the deltoid.
To me the the character looks really stiff and "boxy" (mostly because of the torso and legs, but it might just be looking boxy from this angle). It also feels like the characters neck is way too short.
Hi guys, Now i´m doing the retopology of the model in 3D´SMAX, But i think i´m dont do it with the best way, can anyone tell me how can i do a quick and good retopology? Thanks!
in this image the quality of the high poly isnt the real because i optimized the mesh too much for work better in MAX
I think you're moving ahead too fast on this without putting in the time to work out proper sculpting of forms and details in the accessories. I think the fur you have on the head piece doesn't look like fur right now. It feels like you went over it a few times with the standard and inflate brush but it's just ridges. I think a good example of sculpted fur I have seen lately would be Tim Moreels' Hogger model.
Also, I'm not really digging the scar on his chest. It looks like you ran the damn standard brush on it and called it a day. Most scars aren't a deep scratch like that and when most scars heal they either have damage to the surrounding tissue or puff out a bit as opposed to in.
I think it is a good start but it needs a little more refinement before you start baking it down on your low poly model.
@praetus Thanks for this great feedback, im agree with you, the model can look much better if i sculpt other fur and more detalis, im going to improve the sculpt for bake it in this low poly model!
I think the fur needs bigger, chunkier shapes. Focus on big chunks of the fur moreso than per strand detail to get something closer to Blizzard's style.
Since praetus mentioned Tim's work, I'll refer to his Durotan piece recently.
To get this effect you are most likely going to need to resculpt/retopo a fair amount. I believe Tim achieved this effect by sculpting a strand, and then duplicating it while adjusting bits and pieces, with Dynamesh on. Once done its just a matter of retopology, and it'll really bring out that chunkiness on the fur.
Hi guys, i need some help with the model, this is a render in 3D´SMAX of the AO+Normal map, but now i want to do the diffuse, spec...etc, i never used 3D Coat and i think it would be a great way to get the maps. what do you think?
Hey! it's definitely a good start. I'm doing a similar piece as well, an Orc Blademaster in the HotS style. I received some great texture feedback which I think would definitely help you. It should be pretty easy to apply the points to your character.
the wraps or armour on his forearms looks a bit strange, not sure what exactly that is. His skin is super saturated, maybe thats the style your going for but I think the lightest parts of the skin could be less saturated.
Replies
@linwail: thanks for your advice! are being very helpful but still I have a problem with the hands. I hope when making the gloves looks better! : D
this is my wip of today!
I really like the arms and the head you've got. With adjustments to the body I reckon this has some real potential! Keep it up!
I had little time to work on the model, but I think it is gradually improving, all feedback is welcome!
The main thing that sticks out to me is the torso anatomy could use some work; because the character is bare chested it draws attention to that area. You'll need the anatomy to be perfect.
I'd find some real world reference, isolate the torso, and spend a few hours just tweaking it to match the refs as close as possible. Right now his whole oblique/seratus area looks strange and his pectoralis needs to wrap over his bicep beneath the deltoid.
Other than that, pretty good.
in this image the quality of the high poly isnt the real because i optimized the mesh too much for work better in MAX
Also, I'm not really digging the scar on his chest. It looks like you ran the damn standard brush on it and called it a day. Most scars aren't a deep scratch like that and when most scars heal they either have damage to the surrounding tissue or puff out a bit as opposed to in.
I think it is a good start but it needs a little more refinement before you start baking it down on your low poly model.
Since praetus mentioned Tim's work, I'll refer to his Durotan piece recently.
http://www.polycount.com/forum/showpost.php?p=2341992&postcount=13
To get this effect you are most likely going to need to resculpt/retopo a fair amount. I believe Tim achieved this effect by sculpting a strand, and then duplicating it while adjusting bits and pieces, with Dynamesh on. Once done its just a matter of retopology, and it'll really bring out that chunkiness on the fur.
Hope that makes sense.
Keep it up man. This has great potential!
Hi guys, i need some help with the model, this is a render in 3D´SMAX of the AO+Normal map, but now i want to do the diffuse, spec...etc, i never used 3D Coat and i think it would be a great way to get the maps. what do you think?
I wish I could do this kind of sculpting.
Keep it up
After a long day doing the albedo this is the first render in Marmoset, i think i can improve somethings!
Another render in 3dsMax...
Feedback is always welcome!
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