Haven't posted here in forever, so here goes:
I usually hang out in the Dota 2 section and my
portfolio shows it. I'd like to expand on my skills and practice PBR workflows a bit and to learn Substance along the way. Which is why I chose this concept by Bjorn Hurri to tackle:
Cons:
- has a lot of different materials to tackle (leather, skin, hair, cloth, metal)
- major parts of the design are obscured
Pros:
- has a lot of different materials to tackle
- hits a nice middle ground between scifi and fantasy so that it works for both in terms of showcasing ability
- obscured parts leave room to incorporate a bit of design of my own
- pretty badass
So I did an initial breakdown/ref/concept sheet to figure out how I want to split the concept up into modules and how the obscured mechanical parts could work.
At the same time, I was going back and forth to Maya and zBrush and blocking in the basic shapes, making sure I was matching the proportions and volumes. I went ahead and spent some time posing the character because it allowed me to zero in on the correct proportions much quicker.
Once I had the proportions down, I started the detailing in zBrush which is where I am now. I want to go a bit more stylized in terms of the sculpt than the concept lets on, a few more and harsher corners, especially in the anatomy/face.
I'd love to get some critique on anything and everything. I'm having a hard time with the material definition and figuring out how much of it I should be doing in zBrush versus in Substance.
Replies
I also reworked the face seeing how the old one was barely more than a blockout.
Tomorrow:
Finish the skirt, the upper body belts and the hands if I have time.
Thanks for dropping by, please leave C&C if you can, I'm doing this primarily to learn so any advice helps tremendously.
I'm super excited to see how the arm turns out!