EDIT:
FINISHED!
The character is now finished and up on artstation over here:
https://www.artstation.com/artwork/XDa1aHi! I'm back again and this time with a concept of my own.
I'll be working on this guy for a while since it's going to be a pretty big project.
The basic idea is as follows:
A snarky pirate frog merchant, who sells rusty, overpriced weapons. He uses a giant crab as a mount, on which there is a huge pile of stuff. (A shop kind of)
The whole project will be sculpted first, and then handpainted.
Here's a first sketch!
Tell me what you think!
Cheers
Replies
Didn't like how the character was visible in the first sketches, wanted him to sit a little higher.
So I added a beetle horn type of thing in front for the merchant to sit and steer the creature.
Thoughts are very welcome!
But here's an overpaint of where I wanna take the character.
Did some sculpting tonight.
Are you going to add a small parrot replacement creature? (Like a colorful shrimp )
Not sure, Oskar. I've thought about it, but wasn't sure if it would work. I'll have to test it out to be sure!
Didn't have a lot of time recently, due to moving. But here's some progress on the arms/hands.
Highres on artstation: https://www.artstation.com/artwork/93DGW
Took a step back and realized I need to make sure everything fits together. Which I didn't really do.
So I'm going to have to redo the frog dude a little bit and do everything from the high poly at once.
Here's a new sketch with the rework.
Might also add a backpack with a sword on his back later.
I really liked the straps on the old wristband though, I dont think the engravings/pattern thingie you have right now is working. I also feel the details on the wooden leg are to small and noisy.
Anyways, here's some more progress from tonight.
Not sure if I should keep the hat or not. Let me know what you think!
I'd love to see a more classic shape (this will give you room for your skull and crossbones.
meaner skull design example:
Just something where it looks really highres, but is still pretty optimized. And thanks!
Time to think of the color sheme and start texturing!
Had to change up the color palette a bit because I didn't like the old one, also made the hat bigger.
The only think i can pick up on is that the values are very limited, which I think is making parts of the work merge together a bit to much. You've obviously planed out how you wanted to separate out the model with values, but then maybe just haven't pushed those values far enough? Right now the piece is dominated by 2 values which are really close together, so I think it might help to either introduce another value that contrasts stronger to the rest, (maybe in the eyes and facial area?) or to push your existing ones further. Although I still think that implementing a tertiary would be a better idea.
MR_CAKE_FINGERS: Thanks for the tips! I was balancing them out yesterday, but didn't add enough contrast in values.
Here are some changes (Overpaint. Will add them in the texture tonight)
(Old on the left, new on the right)