I think the ones with the downward sloping exhausts might work best. I think those would create a nice swooping gesture with the flanges on the shoulder pads when viewed straight from the back.
I don't think the boxy shapes that sit on top of 2 and 5 work very well with the shape language of the character so far. He doesn't have any boxy shapes anywhere else, except for the belt buckle. However, even the belt buckle I would consider rounding a bit to make it look more like the concept, like so: http://www.beltiscool.com/product/14442/Western-Plain-Rectangular-Hammered-Vintage-Belt-Buckle.html
I think concept 6 is entirely too boxy and hard-edged to work with the shape language.
I don't necessarily think you need to keep it very plain. I just think that boxy shapes don't play well with the rest of the design. Instead, I would try and replace the boxy shapes with something more rounded.
looking good! I do think the little squared engine-thingies on the top ( It became painfully clear I have no idea what an engine even is xD) should either be bigger, smaller or removed. right now they look very out of place to the overall organic flowy designs language.
I'm wondering if the rocket part of the backpack should just be replaced by something that looks completely like a motor. Something like this + exhaust pipes would work really well IMO. http://i.imgur.com/Bf5eYz9.jpg It's big, clear, chunking, with great shapes.
If you wanted to make the rocket boost to make sense for that engine, you could have it heat up red, that circle area open up and have fire and exhaust, and have some sort of alternating piston effect, even though that wouldn't be physically accurate, but who cares at that point.
@ZacD : It would be a dramatic departure from the consistent afterburner element they have across the existing screens, but I'm tempted to give it a try.
I was playing Rocket League and noticed the back of some of those cars might be a perfect mix of motor and rocket, you should take a look at some of their cars for reference material. Octane in particular, here's 2 pics of it https://i.imgur.com/fYJTRqQ.jpg http://i.imgur.com/kM4Xe8o.jpg but I'm sure you can find a better one.
@Brian Hey dude, just throwing my two cents. The exhaust going upward seems like it might push the upper body going down through time. Similar to @Magihat the downward one seems fitting, I'm imagining it being used like a boost for a run, jump, or attack. Aside from the exhaust, I'm liking the design around it that you have on 2.
Yes! Freakin love the idea behind this man haha, great stuff so far! I'd say he needs more zips, belts and buckles for sure!!
Couple of crits - You've added a hard split line at the top of the chaps where they meet the belt line. While I do see this kind of design in some references it tends to be not quite so in line with the belt, or if it is you can clearly see the belt pass into or become part of the thigh piece, generally with studs etc. Also be wary of the folds in the leather, especially on the back of the leg, they're looking a little made up right now. Leather has a real peticular way of folding. You could also go for a split leg setup over the feet to make that transition a little more realistic and flowing, something like this? http://image.sportsmansguide.com/adimgs/l/1/149100_ts.jpg
Now i'm sat here thinking to myself, why do i instinctively know so much about leather chaps... lol. Looking forward to updates on this man, real fun idea
Cool stuff so far! Some critique: Search for some more reference on the muscles and folds. Maybe look at some ingame stuff from Overwatch for the folds. And try to overall make the silhouette more interesting. Bigger shoulderplates, bigger engine pack on the back, let the belt extrude more,etc... Anyways, nice stuff. Looking forward to see the end result!
Looking super cool thus far! To start - Make sure you grab facial references and work on your face. Digging the hands thus far! Really nice job there. (Lower your sub-divisions while fixing stuff up! Makes it a lot easier and less time consuming.)
3D.SK has a ton of reference for everything I'm mentioning.
If you want to push your armor silhouette and design more it's very important that the design syncs with everything. So before making any huge changes, make sure you do this. Right now everything is syncing very well. Just needs pushed shape/sillhouette wise more.
I love the hat! I'm not sure what to fix with it yet, but I did think of Pop Eye as a reference.
Alrighty! For the weapon, it would just be shape language edits. Pretty easy fixes, just make sure you take your time with anything you fix! Really neat concept! Make sure you add nice damage later, asymmetry and hpolish your blobby spot on the weapon. After you play with size, check the height to make sure it makes sense.
When checking on proportions, grab reference - so that it follows what would be made in real life. What you change design wise - make sure it syncs with your character and you are good to go! That way nothing is out of place.
It looking awesome! My only critique would be the hips area, from the concept it forms a sexy masculine "V", very stylized. Also the abs doesn't show that much because of fat, he is muscular but also not skinny so I would hide those muscular abs and put some fat. keep it up!! Edit: Noticed that it just may be the symmetry of the abs that bugs me and definitely is something you want to get rid off, it could help a lot!
Feedback from Hai Phan has elucidated that I haven't taken the opportunity to bevel as much as I should have across the model, so I have done that here.
It looks better with the new bevels, although the difference is subtle.
I think the anatomy looks better on the front than on the back. The elbow and triceps area seems a bit undefined and soft. The biceps area is much crisper in comparison, and it has nicer planes.
Also, the shape of the glutes is very effemminate. For a lean, well-developed masculine butt, you'd want more volume higher up in the gluteus medius, and a smaller fat pad at the bottom. Also, you'd get an indentation on the side of the hips at the greater trochanter.
Looking from behind, it creates a distinctive butterfly shape, which is very different from the A-shape you tend to see in women.
Idea looks great! Your recent changes have made things a bit more readable.
I still think the folds could use some work especially the ones on the lower leg. For stylization I'd look at McCree's pants on various skins to see how the folds are executed in the Overwatch style.
@Wendy de Boer Oh gosh, you're right, the tricep and elbow looks like crap. I'll get on that and the butt.
@TomGT This has definitely been one of the more challenging places for me. Do you mind doing a paintover? I've looked at the McCree chaps, and real references for leather pants, but there's still something off that I am not seeing, or more palatable shapes that should be done instead. I mean, pants make those diamond and Z wrinkles, right?
I don't necessarily mean to recommend a ton of stuff you need to splurge money on, however, this is a really good book that explains the mechanics of folds. It will allow you to look at reference and really understand what's going on.
I'm not at my workstation at the moment and without a tablet handy, did this by mouse (ouch!). Hopefully it gets the point across. Not a surefire expert in cloth folds so take this with a grain of salt, as with any other critiques.
In my paintover, I did more Zs on his lower right leg, and more diamond bunching on his lower left. Personally, I find the Overwatch materials tend to be a lot stiffer than real life references, and so I would do thicker, deeper cuts on the folds. This would help create a more chunkier look, and general visual interest on his silhouette too. imo theres a little less bunching in Overwatch's pants, so the diamonds are more subtle I reckon. e.g Young Genji's pants.
Your original folds need to flow a bit better with the rest of the pants so the folds don't look super imposed. Its definitely a challenge to keep things a little rigid in style while making it still look flowy to match Overwatch.
Ideally, someone with a stronger feel for cloth folds can chime in. For now this is what I think will help push this character further.
Do play around with it since my paintover is 2D, and will most likely not look right from the sides and other angles when directly translated. Understanding is still key. All the best!
Replies
Going for an American Chopper motorcycle look.
Any which ones stand out to you guys?
I don't think the boxy shapes that sit on top of 2 and 5 work very well with the shape language of the character so far. He doesn't have any boxy shapes anywhere else, except for the belt buckle. However, even the belt buckle I would consider rounding a bit to make it look more like the concept, like so: http://www.beltiscool.com/product/14442/Western-Plain-Rectangular-Hammered-Vintage-Belt-Buckle.html
I think concept 6 is entirely too boxy and hard-edged to work with the shape language.
Less is more, it sounds like? No engine block or turbocharger intake to further emphasie the aesthetic.
#2 and #3 are my favs back designs.
I do think the little squared engine-thingies on the top ( It became painfully clear I have no idea what an engine even is xD) should either be bigger, smaller or removed. right now they look very out of place to the overall organic flowy designs language.
If you wanted to make the rocket boost to make sense for that engine, you could have it heat up red, that circle area open up and have fire and exhaust, and have some sort of alternating piston effect, even though that wouldn't be physically accurate, but who cares at that point.
@ZacD Did what I could to do a pass on a more engine block looking design.
Which ones speaks as a better design to you guys?
Refined the medium forms and getting the tinier details in of the body.
Should blockout the bear shield device soon.
Finalizing the medium details for the body.
Still have the face to check before final detail pass.
Couple of crits - You've added a hard split line at the top of the chaps where they meet the belt line. While I do see this kind of design in some references it tends to be not quite so in line with the belt, or if it is you can clearly see the belt pass into or become part of the thigh piece, generally with studs etc. Also be wary of the folds in the leather, especially on the back of the leg, they're looking a little made up right now. Leather has a real peticular way of folding. You could also go for a split leg setup over the feet to make that transition a little more realistic and flowing, something like this? http://image.sportsmansguide.com/adimgs/l/1/149100_ts.jpg
Now i'm sat here thinking to myself, why do i instinctively know so much about leather chaps... lol. Looking forward to updates on this man, real fun idea
WIP 07
Anyways, nice stuff. Looking forward to see the end result!
To start -
Make sure you grab facial references and work on your face. Digging the hands thus far! Really nice job there.
(Lower your sub-divisions while fixing stuff up! Makes it a lot easier and less time consuming.)
3D.SK has a ton of reference for everything I'm mentioning.
If you want to push your armor silhouette and design more it's very important that the design syncs with everything. So before making any huge changes, make sure you do this. Right now everything is syncing very well. Just needs pushed shape/sillhouette wise more.
I love the hat! I'm not sure what to fix with it yet, but I did think of Pop Eye as a reference.
Really neat concept!
Make sure you add nice damage later, asymmetry and hpolish your blobby spot on the weapon. After you play with size, check the height to make sure it makes sense.
When checking on proportions, grab reference - so that it follows what would be made in real life. What you change design wise - make sure it syncs with your character and you are good to go! That way nothing is out of place.
Edit: Noticed that it just may be the symmetry of the abs that bugs me and definitely is something you want to get rid off, it could help a lot!
Did another pass at the leather pants.
Are the fold looking accurate?
How's it look?
I think the anatomy looks better on the front than on the back. The elbow and triceps area seems a bit undefined and soft. The biceps area is much crisper in comparison, and it has nicer planes.
Also, the shape of the glutes is very effemminate. For a lean, well-developed masculine butt, you'd want more volume higher up in the gluteus medius, and a smaller fat pad at the bottom. Also, you'd get an indentation on the side of the hips at the greater trochanter.
Looking from behind, it creates a distinctive butterfly shape, which is very different from the A-shape you tend to see in women.
This may help: http://www.3dscanstore.com/index.php?route=product/product&path=70_120_113&product_id=583
I still think the folds could use some work especially the ones on the lower leg. For stylization I'd look at McCree's pants on various skins to see how the folds are executed in the Overwatch style.
Keep it up!
Oh gosh, you're right, the tricep and elbow looks like crap. I'll get on that and the butt.
@TomGT
This has definitely been one of the more challenging places for me. Do you mind doing a paintover? I've looked at the McCree chaps, and real references for leather pants, but there's still something off that I am not seeing, or more palatable shapes that should be done instead. I mean, pants make those diamond and Z wrinkles, right?
https://www.amazon.com/Artists-Guide-Drawing-Clothed-Figure/dp/0823001199
In my paintover, I did more Zs on his lower right leg, and more diamond bunching on his lower left. Personally, I find the Overwatch materials tend to be a lot stiffer than real life references, and so I would do thicker, deeper cuts on the folds. This would help create a more chunkier look, and general visual interest on his silhouette too. imo theres a little less bunching in Overwatch's pants, so the diamonds are more subtle I reckon. e.g Young Genji's pants.
Your original folds need to flow a bit better with the rest of the pants so the folds don't look super imposed. Its definitely a challenge to keep things a little rigid in style while making it still look flowy to match Overwatch.
Ideally, someone with a stronger feel for cloth folds can chime in. For now this is what I think will help push this character further.
Hope it helps!
It's very appreciated, Tom. I'll recreate those and see if it works. At least at a glance, it looks better than what I have now.
Do play around with it since my paintover is 2D, and will most likely not look right from the sides and other angles when directly translated. Understanding is still key. All the best!
@Wendy de Boer
Implemented the feedback as best I could regarding the pants folds, butt, and elbow/triceps.
How's it look?
Retopology mostly done!
Still need to redo the head, and get the fur blocked out.