This guy is not forgotten, I improved highpoly a bit, mostly the leather detail, some of the body and gave him some toys ) I will get into retopo of whole thing now.
Ok, so I got the material wrong already, which is not good In that screenshot it does look like red plaster to be honest. Stronger fabric pattern that flows in a different direction should help. Here a crude paintover
The texturing is coming along very nicely! One thing I would pay closer attention to is the placement of the texture effects. Things like dirt, scratches and rust look pretty uniformly distributed right now. I would like to see them restricted to areas that make sense, such as dirt and sand in cavities, scratches and damage on edges or exposed areas and so on.
Great work! Just so awesome I keep wanting his shoulder to be a bit wider. Might just be me. And now that I see the swords on his back, I'd suggest making one maybe 10-20% heftier/larger than the other. Kind of how the concept image shows the swords sticking out at different angles to improve the composition... Should help the silhouette too.
I tried these things out, but didn't quite like it. Having swords on the back like that already doesn't make sense, as in real-life it's not possible to unsheath them, so I don't want to push it with making it even bigger
Retopo is done, just gotta do the UV's right now and off to texturing! Whole guy will land around 70-80k tris. Learned a lot from that, got into a lot of pain, because I was stupid few months back. First off all, by posing him, secondly by subdiving my lowpoly for body/head without keeping the lowest subdivision. So I had to go and manually delete the edges, redone the uv's after that, as the previous ones were stretched in some areas.
Adding last few strokes on the face to get the feeling of the concept even more
Thanks dude! Skin will come last, as it will take most of the time.
Texturing day1, focused mostly on leather parts and metals. Played with lighting a little, trying to get that Witcher feeling by using a panorama from the game.
Any particular reason to have his arms down that much, instead of the standard 45 degrees spread? Because I wouldn't be able to retopo or bake the armpit without artefacts from the collapsed intersection, using cage or not.
From what I've seen from the original art dumps from The Witcher 3: Wild Hunt, characters are having probably even a tad wider a-poses than 45 degrees.
The main reason is my stupidty few months ago! I thought it would be a good idea to finish the high poly with a pose. If I started working on him now I'd keep the regular A pose.
Let me try guessing for the last one update: Vray or Arnold, SUBD mesh, Sss for the overall skin(mostly noticeable in the head) a rework of the sword with leather straps addition?,,, . If my computer had better specs i would try to render some of my works
Replies
Thanks Dustin, that helps a lot
The cloth on the arms, can guess that's not finished?
Yes, they will be worked on, so will be shoes.
My friend also mentioned to work a little more on leather pads so I will do it as well
Swords are there!
The materials on the weapons are final already? The red leather? on the grip doesn't read well.
More or less final, I have to see how will they look with the rest I aimed for a cloth look, not leather(on the grip).
In that screenshot it does look like red plaster to be honest.
Stronger fabric pattern that flows in a different direction should help.
Here a crude paintover
Now that you painted it over I see what you mean! I will get to fixing it right away, thank you!
Applied the changed, helped a lot, thanks!
Also, wrapped around and happy to start retopoing that HP. Well, not exactly happy ;oo
Thanks! I will keep that in mind
@aclund3
I tried these things out, but didn't quite like it. Having swords on the back like that already doesn't make sense, as in real-life it's not possible to unsheath them, so I don't want to push it with making it even bigger
Retopo is done, just gotta do the UV's right now and off to texturing! Whole guy will land around 70-80k tris. Learned a lot from that, got into a lot of pain, because I was stupid few months back. First off all, by posing him, secondly by subdiving my lowpoly for body/head without keeping the lowest subdivision. So I had to go and manually delete the edges, redone the uv's after that, as the previous ones were stretched in some areas.
Adding last few strokes on the face to get the feeling of the concept even more
Texturing and rendering is all that's left, bake was dooooone!
Thanks dude! Skin will come last, as it will take most of the time.
Texturing day1, focused mostly on leather parts and metals. Played with lighting a little, trying to get that Witcher feeling by using a panorama from the game.
From what I've seen from the original art dumps from The Witcher 3: Wild Hunt, characters are having probably even a tad wider a-poses than 45 degrees.
The main reason is my stupidty few months ago! I thought it would be a good idea to finish the high poly with a pose. If I started working on him now I'd keep the regular A pose.
@Zalkan
Thanks! Yeah, I loved that concept from the getgo.
I'm planning to add some wear&tear to few parts, dust, dirt etc, globally, after everything is in place
Looks good!! You´re almost there!
For me the best sky/hdri setup of lights is the first one, it looks more cinematic and if you add some rimlight like the third one it will be badass.
Thanks I liked the first one also, probably because these are manually placed lights, not an enviro/hdr.
Thanks man! It's around 80k tris atm, I will be reducing the swords tho, overdid it )
Nah, everything was done manually in Maya
No dodge?
Wow, impressive, grats to you and your friend!
Let me try guessing for the last one update: Vray or Arnold, SUBD mesh, Sss for the overall skin(mostly noticeable in the head) a rework of the sword with leather straps addition?,,, . If my computer had better specs i would try to render some of my works