Current latest:
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So yea, first real thread here.
Currently I'm studying Game Design and Development at HKU in the Netherlands. I have been modelling for 2 years now, only in the last year I wanted to become really good. So at the beginning of this year I started with zBrush and updating my portfolio.
My goal for this year is to take my art to the next level, I want to apply to the biggest gaming companies in the Netherlands for my internship. I have much more to learn, so that's why I started this thread. To get feedback and get better!
So here my first anatomy sculpt, I would love some critiques on the anatomy etc. before I move on to making the lowpoly!
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"Tora" concept by Adrian Dadich
One of my projects I learned most from. Never made clothes or hair before, and almost everything was new for me. Would love some feedback!
I found this cool design by Zhenpeng Wu and started with the blockout: https://www.artstation.com/artwork/3nb2o . I tried searching what the design was made for and I ended up at this website: http://magicleaders.com/student.html It seems to be a character art school? I didn't know about it, but the designs there looks cool.
I will be spending the next days on the blockout. His hands will be made in Maya
Anyway, here's my progress for now:
A dirty blockout, slowly doing the first pass from top to bottom.
And are the satchels and bags MD simulation?
I look forward to seeing your progress.
The reason i went for this design is because I wanted to make a 3D model where I would have most fun with a lot details and straps without thinking too much. This design is very easy to follow because all the shapes are clear in the concept The design is ridiculous, but it is a lot of fun to work on.
@bkost Yeah, satchels and bags are md, but all the straps and rope are just modelled
Adding in some details
For now the first little bit of the face. Tomorrow I hope to spend more time on adjusting the shapes and fixing the volumes.
A bit more work on the face
PS. feedback is as always appreciated
Adjusted the face a little bit. Worked on the first blockout for the upper body and did some work on the hardsurface props like the swords and daggers. Trying to find out how the shapes of the concept work. Since this will be a game-ready character I tried to go for alternative sleeves that might be easier to rig / animate. Hoping to finish off the blockout for the upper body tomorrow and and start the lower body as well, since I'd have to struggle a lot less with Marvelous Designer for tomorrow.
Wanted to do a bit more, but I got tired. At least the base is there
Started adding some WIP cloth definition and some other detailing. Wasn't able to work on it in the meantime since I was abroad for the weekend. Hopefully I can finish the highpoly this weekend as I will be away for holiday for another two weeks in not too long
Still need to adjust the arms. The body proportions seem to be right, if I put the model next to the concept. The arms however seem to be a tad bit too long? Although in the concept the arms are also really long...
This weekend I finalized the highpoly. Would love to spend some more time on it, polishing it all, but this is all I can probably do in the timeframe I have.
Finished the retopo after working hours, it's a bit messy, but good enough for some posing. Did a very crude rig and weightpaint so I could pose the model. Also did a quick set-up with the materials, but a lot of tweaking is still required on this WIP. At least I know the general direction that I want to go in now Next two weeks will be quiet here because I will go on holiday!
That's it for this project. I might polish it a bit here and there so I can upload it to my portfolio
The weakest part I would call the eyes even when stylized
However the overall model is done really quite well!
The armour and body pieces are well designed
@rollin I'm curious to know what you think is the weakest part about the eyes? I will give this all another pass this weekend so I want to fix everything I can
The eyebrows on the hp work better, maybe bc they are darker, not sure.
- Adjust the colours on the face
- Adjust the normals on the knees? (make them less prominent? move them up?)
- Texture the secondary sword
- Polish the cape alpha and texture
This was the original concept it is based on: https://www.artstation.com/artwork/GqxXzI would love some feedback on areas I can improve, since I'm polishing it all right now.
The feet might be a bit big.
The tears in the cape look like a corrupted mesh.
I like the color scheme and the detailing of the costume assets. The spiked wrist bands would make it pretty hard to walk tho.