Hey all, I'm starting a new side project while I look for contract work. I read Bram Stoker's novel recently and I've become slightly obsessed with the Dracula Character. I thought that a cyberpunk twist on him would be interesting and fun to create. I'll be posting updates on this thread as I make progress.
Some of my personal goals for the project:
• More practice PBR texturing
• Experiment with sic-fi design shapes and materials
• Familiarize myself with the UE4 for setting up shaders, lighting and rendering final product
• Create a portfolio-worthy finalized character piece
Here is my progress so far. The sculpt is still blobby and WIP, but captures some of the attitude I'm going for.
Replies
Going to move onto finishing the high poly for the rest of the character. So close!
Only thing is proportionally his hands feel a bit big. I could be wrong though, its hard to judge with only a torso.
haven't seen the new hands integrated with the rest of the body yet, but when it come to the previous screenshot I agree with Mrhobo and the hands seems too big.
otherwise its an interesting project and I'm looking forward to see more!
I'm not sure what kind of realism you're going for but if you want his proportions to look realistic you might want to modify him a bit. The hands are too big, put your palm on top of your face and you'll see about how big it has to be. His arms seem a bit short, but this might be because the hands appear so big. His belt is about at his belly button, but overall it's very nice the mechanical arm looks very nice.
@Leinadien - Thank you for the paint-over. I'm going for "idealized" proportions around 8 heads tall. Not 100% realistic by any means, but I want him to feel grounded in reality.
@Mongrelman - I have not used that method for measuring before, but I'll have to try it. Thanks!
@samifira - Thank you!
Initially, I was planning on keeping this project focused on the torso. However, as I was re-working the proportions I had a couple ideas for what I could do with his legs, so I decided to just do the whole character. The boots and legs are still pretty rough at this point. I'm also thinking of reducing some of the wrinkles in the jacket to reduce some visual noise. Thanks again for all the feedback, I really appreciate it!
I like the hand you posted in this image. I think the one you currently use looks to blocky.
@amirabd2130 Thanks for the comment, but I'm going with the blocky one because it is more in line with the style I'm going for on this character.
Some keyshot renders of the final high poly.
Will be interesting to see how you tackle the head.
Those prosthetic hands look quite weird to me but I see your point and the overall piece is just a great job. I look forward to see more updates!
That makes the proportions looks very odd as I believe he should be at least 7.5 head to be kind of ''average'' in terms of proportions.
Now he just looks like he is very small and also has a pretty huge head.
Nice work onthe sculpt-details tho.
So, my guess is that you should either pull his legs down and make him taller or leave him the same height but make his upper body and arms a bit shorter compared to the legs.
Still a great job though.
The reason everyone keeps saying your dude has short legs is that punk leather jackets usually stop above the waist.
http://cdn.shopify.com/s/files/1/0766/4939/products/FSLA-Rock-n-Roll-Swindle-Punk-Jacket1_grande.jpg?v=1438182857
http://ak1.ostkcdn.com/images/products/22708/Amerileather-Mens-Black-Leather-Biker-Jacket-L906227b.jpg
Eh, anywho, looking pimp, keep it up.
@beta_channel Thank you sir, good suggestions! I've changed one of the arms and added wear to the boots. I also raised the waistline of the jacket shows shirt shows underneath.
looks cool as shit, I just don't think you should hold back on it.
For now, here is a WIP update on the hair. The main shapes are there, but I still have a lot of alpha plane noodling to do before it's final.
Not much comes to mind as far as critique at this point I imagine you have a bunch planned yourself, only thing I would say is edit one of the boot's shape to break the mirroring of the mesh.
@MrHobo That was what I was the original plan, but I've re-thought the design and I'm leaning toward a look that leaves his face more or less intact.
Here are a couple detail shots. Still chipping away at textures.
Other then that, looks good, the boots look amazing!
Calling this dude done! It's been fun to work on, and I've learned a lot, but it's time to move on to new things.
Higher res images, etc over on ArtStation.
Maybe if you just could move his eyes a bit so he doesn't stare in front of him it would be better, more "alive". And having the mouth open seems weird to me, maybe you could try something like this ?