Hello everybody,
I`ve decided to create my first 3D real-time character, after Hong SoonSang concept.
https://www.artstation.com/artwork/8wmmQ As this will be my first portfolio piece, please feel free to suggest changes and give me as much feedback as possible
Thank you,
Dani.
Replies
Also, not sure if you're familiar with this already, but if you press "v" in zbrush it will flip the colors of your material and you can look at your silhouette a bit easier.
I like that you started simple and you are focusing on blocking in stuff and the proportions. Most beginners jump straight into detailing without focusing on the foundation.
I`m looking forward to see this textured
Vick.
Bolovorix, I tried to apply all the feedback, it vas very useful, thx a lot for your time.
More progress:
Not very happy with the folds,
help pls!
Cloth can take some time to get looking really good, but you're going in the right direction! Just keep looking at reference.
@Sebeuroc I will make some studies for the folds, for the materials and apply them after, thx!
@theStoff It was very long, thank you, I had a struggle finding the right position and I don't think I'm in the right position yet )
@Tectonic I agree with you, for the leather blouse I will pull back wrinkles and make it more simple. thank you for the hint
Some more progress and studies
Any critiques are welcome
Anyways, really excited to see you get to the texturing!
@Bolovorix, @artofmars thanks for the tips, I applied them and it's much better
So for my first character I have decided to learn the hard way, doing the texture In Photoshop
please give me as much texture/material feedback and suggestions as I would like to learn as much as possible
Lowpoly version
Lowpoly + Normal map
Defining materials
UV layout
My progress so far:
almost there with the tunic,
looks awesome, love the style!
small crit would be the very harsh transition from the beard to the skin.
Two things I'd take a look at are the moustache which looks weird (the two parts are very far from each other) and the folds on the knees which could use some more stylization in order to read better (understand: less folds, bigger folds).
@Bolovorix I've seen this beard somewhere
@lotet thanks for the tip, with the overall work I forgot about the moustache
what has been seen can not be unseen , thx @dustinbrown, I added volume to the beard and tried to smooth the transition between the skin and face, not very happy with the result but I'm getting there
@Ouran, thx, it looks mutch better now
I also fixed the color of the sclera and closed the mouth, thx @vickgaza
@o0_themilkybarkid_0o thx for the advice, I fixed the transition and while I was there I ended up remaking the beard and adding more variation to the skin
@Snakes It's a bit late, it's true but it's a very good advice that I will keep in mind in the future, I have rushed the sculpting part a bit because I was eager to get to the texturing for the first time. There are a few more things that I would have changed also, I will be more careful on the next one
A pose test
I noticed the jacket and boots have very similar materials/colors. in the concept they look a little less alike. maybe look into breaking up the materials a bit more. another example of this would be the strap for the sword and the belt for the hips and leg.
since your going for a pretty realistic surfacing look I think it would really benefit with some more material variation.
@Sebeuroc thanks for the tip I tried to add some more anisotropic highlights but because I rushed the sculpting part it's still looking bad , next time I will try with cards
@lotet , @mcgillchris thx for the advice , I fixed the boots but I decided to keep the belt the same material
Here are a few final renders, time to move on the next one
Thank you all for your feedback and help!