*LATEST*
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I'm excited to get started on a new character. I've had this one in my inspiration hopper for a while and I'm finally going to execute.
The concept is by
Johannes Helgeson. I believe this character was created for a game called "Heroes of Order and Chaos." I haven't played the game, but I stumbled across the concept on Pinterest, and loved it.
I plan to texture with realistic pbr maps. I'll approach that step using my favorite program as of late: Substance Painter. This is my inspiration for texture quality:
And here is what I've come up with so far.
It's just simple blocking for now. I still have a lot of work to do. I intend to retop most of the pieces for more defined sculpting. That workflow helped me out a lot on my last character.
Any feedback is welcome! I can use all the help I can get moving forward. It's going to be fun!
Replies
Also, the sword isn't mine, it's a reference image I plan on using once I start texturing. The artist who created it is Jonas Ronnegard
Started refining the head a bit more. The scarf still needs some work. I need a better way to define how the folds lay. I'll try to find some real world reference.
Retopped the sleeves for better definition and shrunk the shoulder width.
Thoughts?
My one issue is the feet. I'm not sure they're quite right yet. I think they look ok, but I'm not super confident with them. Then again, I think they'll pass for now. If you have any critiques, please let me know and I'll make some adjustments.
... and here's the sword.
Have you checked the normals in other software (maya,max,engine...) if they are fine over there then it may be marmoset.
The textures for the sword and metal in general aren't quite where I'd like them to be, but I feel like I'm getting close.
Also, what do you guys think of putting some sand below his feet to imply that he's actually in a desert environment? I kind of like this minimalist look I have here, but I could go either way.
Hilt and hand-guard could use some more red/orange and warmer tones in general and they'll contrast better with red sash/scarf thingy.
Sand/desert environment is a good idea, also maybe put some foliage (for instance a palm tree) to go with the earth tones on pants
And finally, glad to hear you've fixed it, but, since it still bugs me, the skewed normals on headpiece. If you want to/have time/can be bothered, try and triangulate the model and then export it triangulated to marmoset, i'm 99.99% sure its gonna fix the problem since the issue probably was that marmoset was triangulating the problematic polygon in opposite direction of what other software(s) were doing, thus causing the skewed normals.
Looks great, glad to see you are making progress on this.
Thanks @Zodd , some great tips here. Yeah, I'll scale down the hands for my next render and I agree about the hand guard.