Current WIP
Parkour/Freerunning girl (in progress)
Jouster (DONE) :
Game character for school project (Done) :
First Post
As the title is saying, I am going to be creating characters for my portfolio in this thread. And why do I start with this now? It is because I am currently attending a polytechnic school, which means that after the second year (as I am in at the moment), we will be having a 9 months internship at a studio where-ever we can land a position. So that requires of me that I will have a portfolio by the end of April so that I can start to apply for internships all around the globe (probably sweden and Denmark most though) .
So where am I going to start?
I am going to be starting with a female Samurai, as after I found an amazing piece by Paul Tosca, i just really wanted to do something like this.
http://www.cgsociety.org/cgsarchive/newgallerycrits/g91/253891/253891_1362516118_large.jpgI have made a little collection of references that I will be using as a base, but as I want to try to create a rather nonfictional samurai. And try to match the design of what I want to do, as much as possible from real life armors, I would be super glad if anyone have a lot of good references to share for samurai armors. But here is my sprint of point when it comes to direction and such.
"Disclaimer" I will be doing a more proper concept during the weekend and at the start of the next week.
The thread will not see so much character art at first though, and that is because Currently at my school, we have a course which is pretty much that during 6 weeks, we should create 3 game-ready assets, and I started on the characters face as a 1 piece asset already. So that is worth to be taking in to consideration. That I will be working sort of weird on this character, as I will have to do some pieces separately, as that is required for the course. But once the course is done we only have a portfolio making course left.
So what do I need help with?
Well I am mostly concerned about the design aspect, and even the question if this is something that would be a good idea for a portfolio? Is it interesting enough with an armored female samurai? Or should I make something else entirely? But for now I do not have a proper concept, and until that is done it is very hard to see if the design would work or not. I will post the face here that I did for the course I have now. So if you people see anything that is wrong with it, let me know.
After I have finished the concept and I decide that this is a character that I want to spend time on. I will redo the face entirely, as the topology and texturing was rushed for a deadline. So I am not happy with the textures, just for everyones attention
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Sorry for the wall of text, but thank you if you read all the way here. Have a great day people!
Replies
If you want to make this right, redo her from the skull level and get her facial structure right. Don't try to fix it in texture/topology. You cannot hide a flawed foundation by pouring icing on top.
I would suggest focusing only a shoulder bust, showing the armour partially. that way you can focus on the anatomy and skin creation etc. the portfolio is all about quality, not quantity
Also I will let this thread rest a bit, and I will pick it up when I actually start on a piece I know that I will have for my portfolio. Since I don't know if what I am working on now will be worth to have in my portfolio or not later. But I do got a link that leads to what I am working on at the moment. It´s here
I did a quick paintover for the lines of the basemesh that I have created, not perfect but it gave me a good sprint off point. If something seems wrong with my sketch please notify me!
And here is my current dynamesh WIP:
I have primarily focused on the head since the body will be covered in armor. Tomorrow I will work on the hands, and after that I will do a block-out of the armor. And then it will be more clear how my proportions are holding up. Any feedback is appreciated.
On a side note, I am going to start on my portfolio website soon. But I can't decide on a name. What do you people think of "Nuclear Art"? Because I do not want to use my real name, since it is a very standard name. But is "Nuclear Art" a good name, or is it to "try-hard" or something similar? Any input on this question would be nice, have a happy happy new year Polycount! And thanks for stopping by this thread.
Critique always appreciated.
@semajnothing I do agree that the anatomy is severely lacking, and thank you for the sweet list of pointers. But I never intended for correct anatomy, since she will be covered in armor. If I had time I would work a lot more on making her more correct. But as I am on a time constraint I only focused on her proportions. Thanks again for the feedback!
To me the legs are feeling a bit too bulky. I know they are in the concept, but they feel quite cumbersome and impracticable to me. Just my opinion, and maybe it'll come out a bit once you've refined the legs, but I'd just recommend trying to think about how they work a bit more. Make sure you make them as practical and functional as you can, and that should really help the design
Like where its going, keep pushing
Progress since last time, done with the highpoly legs, working on the arms, and then it is the jetpacks and the head. After that it is all retopo.
Right now, what is bothering me about the design is that the knee joint will NOT completely bend back to 90 degrees or more due to the proximity between the thigh and shin armor in the inside of the knee. I would open that up to make the animation make more sense.
Thanks in advance.
Highpoly of the face.
Lowpoly with textures
Jouster progress:
Character for game project in school progress:
And what all the different blocked-out clothes are going to end up being
Face closeup:
Thanks for watching
Also I have made a concept for my last character that I will have in my portfolio, I am not a concept artist, but I would appreciate feedback on the design.
More images on my Artstation and a marmoset viewer.
Feedback more than welcome.
I also updated my character from before with a more crisp presentation picture.
I'd love to give some critique but you're at least 10 levels above me currently and i can't find flaws other than the head looking really weird in the last piece (looks more like a design choice though).
The eyes look like they go too far around the outside of the face atrm.
Cheerio
Update on my parkour girl, highpoly 96% done, only minor tweaks left.