FINAL SUBMISSIONHe once was a young and handsome prince, equal parts cruel, vain and selfish, with no place for kindness, love or compassion in his heart. One ordinary day he crossed and old witch’s path, and she cursed his evil soul to wander his own lands as much a monster on the outside as within. No magic, wits or tricks could save him until he himself finds the ultimate sacrifice in true love. The witch gave him a rose that would lose a petal every ten years. If the prince has not found love when the last petal falls, he will remain forever a beast.
Wire: (char = 99482 tris / pedestal = 4995 tris)
4x4096 texture set for char
1x2048 texture set for pedestal
Ps. All modeled in Maya, sculpted in Zbrush, textures made in PS, final render VRay. No touchups or any kind of overpainting.
Replies
Pros and cons of all 3 designs.
Bear-thing (actually he wasn't sopposed to be looking like one):
P: Can melt hearts - if polish him and deliver properly.
C: Storywise - he looks like bear/Chewbacca bastard son. Technicaly - too toony, will need lots of compliacetd work on fur (modeling it or making with polys/alphas - to fit in 100k polys margin)to get it done intresting so it have aesthetic value. So I put it this way, it desn't feel, that I have good feeling about this.
Satyr looking beast (horny guy, or guy with enormous horns)
P: Contains many intresting desing elements to become a powerful character in perspective.
C: Satyr looking creatures are very classic in design, it just allways pops out the toughts in mind - oh, not another goat-guy. So it will be a challange to deliver look more beast - less goat.
Dark creature (something rated R):
P: Can spawn many different impressions, like everybody looking at him can riddle - what this guy is about, why he is like this, etc.
C: Too gory, looks more like monster not beast. Too dangerous.
with all the texture pages available to you in this contest, getting high res looking fur with moderate polycounts should be feasible. question is if a figure fully covered in fur isn't a bit too uniform looking overall. how about putting on some sort of outfit to mix things up?
as for creating fur - look into creating a bunch of poly-elements and distributing them as instances with an object painter on the surface for starters.
if you go with fibermesh or any other tech solution, it's going to be hell to try and balance polycount, distribution, density and length. getting it wrong will most likely require a restart. fibermesh is cool though for creating a blockout of it all and for creating the hair textures.
Ps. My SSD main disk just "burned to crisp", but I have 1 week old backup on secondary HDD drive, hopefully will get new SSD fast enough to continue working on char.
All sculpted hi-res, made retopo - keeping tris at dangerous counts , rigged, skinned, posed, baked out textures.
Making last tweaks with textures - gathering them from all baked stuff. Shader setup and lightning is almost done.
JAXR3: Thanks man!
MIEZIS: Big thanks! Finish line was hard, but without Your support it would be hell for me. So as we all know - You are a great guy and personally for me -You are great artist.
ENALYA: Very glad to hear such nice comments. Thank You.
POKERONE: Thanks. Yeah, texture process I had to made twice, as my "SSD burned to crisp" and it rolled me back for 1 week, but retopo was allready done and UV's also. But as they say, You learn best - when You do it twice.