Who here reads Saga? Answer: All the cool cats!
Bodies made in Zbrush, heads in 3dsMax, clothing in Marvelous Designer (which I'm LOVING), textured in Quixel Suite (which I'm ALSO loving).
Alright, so what did I learn for next time? Hrrm...
1. The rifle strap was modeled as part of the jumpsuit mesh. That was a mistake. The rifle strap needs to shift around his body as he bends his torso. As it is, the little bit of strap that isn't flat against his front is left to stretch awkwardly to reach the rifle on his back. Next time I'm in a similar situation, I'll just let the strap be its own mesh.
2. With the recent prevalence of real-time physically based rendering, I don't need to make my AO passes so extensive.
Wireframe -
44,564 tries. Not bad, but there were definately areas I could have saved on. Most people would have just kept the boot tread in the textures and not actually model it. I should have as well. The tread geometry looks reeeaally nice X( but nobody's looking at a character's feet.
Replies
The render came out nicer this time. I was playing around with chromatic aberration with Dengo. Shouldn't have. IV looks much smoother.
Smoooooooth...
Sculpt -
Wireframe -
62,207 tris. I was aiming for cutscene density. I definitely could have saved on the tassels down by his thigh. Should have just made the strings as planes. They'd be packed together dense enough that nobody would have noticed. I don't know if it would have been wise to do the same to the epaulettes though, since they're closer to his head and would often be zoomed in on in a cutscene and so need to stand up to higher scrutiny.
The braid on his chest also drove the final count up, but again, it's up near his head, so it would get pretty close to the camera.
The head is a little dense, I admit.
I had plans to do Princess Robot actually! But I got burned out on the project after the first two;D