For the next month I'm running a small character art mentorship program for six people who signed up a few weeks ago. The goal of the program is to get people into a production-oriented mindset, use the same tools and techniques that AAA game developers use, and produce a complete current-gen character based on existing concept art.
In this thread, those six people will be posting their WIP images over the course of the month and talking a little about the process and decisions they're making.
The current program members are:
Erick Olson
Jimmy McCafferty
Kyle Bowman
Omar Hesham
Rosario Laso
Sebastian Duran
And here are the concepts they've chosen to model over the next month:
Tau Fire Warrior
Kanefer by Olivier Heban
Cyber candy - Flying piggyback by Gui Guimaraes
Warrior 13 by Chabe Escalante
The SteamPunk Samurai by Edu Herrera
Cyphers. Eagle by Kang Joo Sung
I'm excited to see what these guys produce, and it's going to be great to help them in any way I can to produce what I know will be some fantastic work!
Replies
I'm doing the Tau and started on my proportion base last night.
There's not a lot of info on Tau Anatomy so I'm kind of just estimating on most stuff.
Things I do know: 3 Fingers, Hoofs, same height on average as a human, but weaker because of less gravity.
Anyway, not going super detailed with the body as none of it is visible but the hoofs, but I want a good foundation before I start layering armor and stuff on top so let me know if anything looks off.
Hi polycount! This is my first pass blocking in.
Looking good! @omar3d @Turbo889
Blocking in passes for this guy. Im pushing for better proportions and more likeness. Feedback is welcomed
I have some of the props done and now I'm working on the robotic arm, I'll post a wip as soon as it's complete.
Any feedback you can give me would help a lot, so please do!
Thanks.
It's so heretical, but it's for the Greater Good. You go, you dirty xenos :P
Oh man, that was a lot of 40 k references ><
Overall the concept have a constant V shape echoing through the whole character. from the brows to the mustache to the jacket all the way down to his legs.
a bit of an update on him. Still need to add and define quite a bit. Feedback is welcome
Improved the likeness after a round of feedback. Trying to get her profile view right before focusing on detailing the clothes next.
Full body for context. No progress on that. If all is good with the face will start detailing clothes.
also what happened to the cuts on the armor, are they seperated into their own meshes now? if so, your gonna need to chamfer those edges so we can actually see them! =P
For the legs, why the v shape? is that just easier to work with so that things aren't so bunched together?
Update for today. getting deeper with the chest piece and leg piece.
Yep.
If you need to, for technical reasons, you can put them back together when its done. but I think its important to have some wiggle room to work with. otherwise its gonna end up like when your drawing on a paper and you reach a corner, and you start drawing smaller to make everything fit =P
Spreading them out a bit seems like a better solution
I'm still trying to figure out the robotic arm (animation wise). I have to fix the fingers of the human hand too, and the clothes.
(Stitch color very yellow right now just to use as an object ID map in substance painter later when I bake)
Just a few small things left to to on the high poly. Will be retoping shortly.
Heres an update on the face. starting to fix a couple of things before taking it to retopo.