Hi again all! Here's some derpy progress. I wanna add some more age to the face, more detail to the hair, and also some alpha cards to help break up the hair. But otherwise, getting pretty close. Any critiques/paintovers are appreciated! Thanks all for the previous advice, as well!
@michaelsuwandi I like her so far, she's looking pretty solid. Keep it up! @Ad1 Congrats on finishing! I like his pants, and the coloring around the eyes (I need to add some darkness up there on mine, as well). The arms feel a bit too veiny, and I feel like he could be a bit heftier overall.
@VeryCrunchyTaco I would make the color, especially the yellow on the forehead a little more subtle. There are a lot of areas where the colors overlays kind of blend into each other. Here is a paint over for you: Remember the body should also get this kind of treatment, reference images will help you figure out which areas get color
Hey guys! It's my first message on the forum. Hope to learn much from this site. My goal is to create Ulfen Guard character(about 20k tris) in a week(40 - 60 hours). Made blockout of low poly assets. Scale and proportions are fitted according to the concept. 5-6 hours of sculpting result. I stumbled upon topology issue while sculpting. Hands and head are denser then the body because i started to sculpt them as separate subtools. Duplicated them, merged, dynameshed. But while zremeshing head lips and ear have lost it's details. So the only thing i see now is to zremesh entire mesh and lose details on the head. The question is what's the best way to start? I guess it's to have a nice low poly mesh with good topology from the very beginning(In my case i guess, because i have kinda slow PC and every redynamesh of entire body for me is a huge pain).
@VeryCrunchyTaco I think if you'd made your character thicker and more harsh it would improve your work. Beard could be smaller.
Also IMO there's something with his back which is not appealing to viewer's eye. In terms of composition, I guess. I'd try to move triangle somewhere else, or make 2 straps like in front.
every time u zremesh, need to reproject the detail back. so before zremeshing, make a duplicate of the mesh and after that you can project back the detail to the newly zremeshed mesh.
@Spoody btw since u r currently blocking, dont go too high on polygon count. keep it on the low count and concentrate on its overall form. once ur happy then smaller details can be added. it will make you work faster and easier to make changes with low poly count.
btw regarding ur qn: what is the best way to start? sculpting from scratch/using base mesh, both will work fine, the best way will be the method that ur most comfortable with.
@Alemja Thanks a bunch, that paintover looks a lot better! I'll be adding some richer colors to the face and body. @Spoody I think you're right! I'll see what I can do with those straps on the back, they do look a bit boring. I may try to move it down and paint a little bit more on it, but it may be too late to turn it into two straps. But I'll see what I can do. Thanks!
michaelsuwandi Thanks for the info, i'll try start with base mesh next time and experiment with zremesher more(I tried polypaint and zremesher guides but i couldn't achieve good result just with lips.) Haven't finished sculpting yet, I thought it wouldn't take so much time. Spent at least 20 hours in ZBrush.
@ Spoody: Looking good, the fingers look a little too short. Otherwise keep it up .
Here's my update. Sofar I'm almost done with her textures. I'm about 90% done with her body textures, I'm just trying to make the fur look better. Her head is still a major wip and her weapons are almost done too. By the way thanks for the extension .
Hi guys! Here's my first update for the new year! I'm pretty happy how her textures turned out compared to my last screenshot. I could do more improvements however I won't have much time in the coming weeks, so I'll just start with giving her a simple rig for a more dramatic pose. By the way, I didn't forget her weapons, I'll be posting them tomorrow .
Heya! Not taking part in this challenge but I thought I'd drop by and check out the process of this challenge! I'm not sure if you have the time Aquila, but the arms are looking a tad short on your character, perhaps you could pull them down a little? The elbows are usually in line with the bottom of the rib cage, and the wrists should be in line with the crotch area Check this Loomis image for ref! http://paperdollywood.com/pics/andrew_loomis_1b.gif
Other than that, good stuff! Perhaps she could do with some eyelashes or something too, if you have the time
finally had time to continue on the Great Father concept Still blocking but I think the proportions looks ok for now. I wanted to create the fur with fibermesh and then transfer the informations to the planes, since the character should be realtime. Unfortunately I have zero experiences with this, I'll stick with simple texture I guess.
Thanks for the feedback. Unfortunately I'm already in the posing/rendering stage lol, I always tend to think arms are much shorter than they are. I will definitely remember your suggestions for my next character though and thanks for the link. However I think I could still squeeze in the time for some quick eye lashes, since her face does seem a little empty .
So here it is, I'm pretty much stopping now since I won't be having much time in the coming weeks. It's just a standard Blender render though, I'm still working on my "official" render. We can use Sketchfab screenshots for our real time render right? (Sorry fairly new to Polycounts competitions ).
FTWinchester I'd make nose more aquiline, mouth is too big and i think the face is a liitle bit masculine.
I've decided to redo cloth. I wanted to start from scratch in Marvelous Designer. After 5 days of reading manual I've managed to create this:
I suggest difficulties for me in future on retopologizing it. Is this too much of folds for 20k character and if I just decimate it in zbrush would it be game ready in terms of topology?
Also I've studied some info about hair shader. I found that anisotropic reflection is following V coordinates(UV space) by default if you dont use direction map(found only flow map tutorial, which I guess is a differend kind of map). Generally i think hair is looking plastic. I generated normals with quixel(maybe that was my mistake).
finally had some time to post an update. once done with the details on the belt, will start working on the head and hair. feeling so dead sleepy now.....
@michaelsuwandi She's looking pretty great! I love how clean everything looks. Will you be doing some more painting on the face/skin textures?
Also, here's my thingy! Many thanks for the crits on the face colors and stuff, added some more of that. Will be looking to do some more painting on the clothes, add some hair planes, weapon, and pose, and then I should be all done!
All right guys. Looks like I'm done now. I wasn't happy with the studs on the chest portion of her armour so I added more and made them bigger. I also found that her legs were too thin, at least compared to the concept art, so I decided to make her pants slightly bigger.
I made the final renders in Sketchfab. This would be my 2nd challenge over here at Polycount and got to say that I learn and improve each time , so thanks everyone for the awesome feedback!
I'm behind on my giving of feed back. @michaelsuwandi fantastic work . I would make the leather piece under the belt a little larger and tighten up the waist a bit.
the progress so far, will start on her skin this weekend. Still thinking on how im going to make the gameres cape...
@VeryCrunchyTaco yes i will start working on her skin this weekend. currently it is just a flat colour with normal map applied. nice work on his skin texture tho u might want to blend some of the tones a bit more so that the transition on the skin is softer and more natural.
@FTWinchester yeah ur right, before her tummy and even her shin area was too thick. so modified those areas too. regrading ur sculpt, im not sure if its because of the perspective but her hands and feet seems a bit too small.
@aquila congrats on finishing. btw u can attach the sketchfab link there is a small sketchfab logo. so feel free to link it so that we can see ur model there too. btw since u use sketchfab, this article might interest you https://blog.sketchfab.com/tutorial-real-time-fur-hair/ all the best for ur next project!~
Good idea, didn't notice the logo there . So here it is. Also thanks for the link, really helpful for me being new to creating hair and fur for real time . Good luck with yours, looking forward to seeing your version of the Ulfen Guard.
michaelsuwandi Nice presentation! I like colors and brightness. I'd say the weakest point is fingers. FTWinchester Before blocking out armor I'd suggest you to make proportions to look as much natural as possible.(especially waist area and shoulders).
My progress so far: flat colors, oclussion and normals.
@michaelsuwandi Thanks for the advice! And she's looking great! @FTWinchester Thanks! Adjusted it a bit so we can see the St. Nick nips a bit more. Haha. A little more progress, been playing with hair and lighting. Still not happy with it, but gonna make the sword and pose him for some final renders. Wooo!
Well im far too late to join in but stuffs looking great c: I think for hair vertex colouring can be handy and prebaked lighting. can be difficult but worth it
@Harford Next one will be up tomorrow! It will go from February to the end of March. I have a theme for the next one, but if you guys have any themes you would like to see in the future, please let me know! @omar_0007 A new one will be up tomorrow, so in a way you are early
@Harford Next one will be up tomorrow! It will go from February to the end of March. I have a theme for the next one, but if you guys have any themes you would like to see in the future, please let me know! @omar_0007 A new one will be up tomorrow, so in a way you are early
haha wonderful!!! i'd like to get in on the next one, thanks for telling me c: will be a good way to introduce myself to the community
Hi guys! So a bit late but i finished "Santa" Here is what i've done for this time. Texture maps - Two 2048, one 1024 for hair and one 512 for eyes Tris count -15600 tris Hair -20700 tris body https://www.artstation.com/artwork/LJKGA marmoset viewer
Hello all! I just finished, and I'm just gonna pretend it was on time, haha. Grats to all for finishing, awesome work!
@michaelsuwandi She came out great! I'd love to see a pose for her. Loving the fur. @Aonar Great work! I love his face and clothes, they came out well. His proportions don't really feel like they hit the concept, but I could understand you taking it as a stylized take on it (and I like it!)
And here it is on ArtStation, if anyone's interested! I'm not happy with how it came out, but I learned a lot, and it was a lotta fun. Looking forward to the next one!
Replies
@michaelsuwandi I like her so far, she's looking pretty solid. Keep it up!
@Ad1 Congrats on finishing! I like his pants, and the coloring around the eyes (I need to add some darkness up there on mine, as well). The arms feel a bit too veiny, and I feel like he could be a bit heftier overall.
the progress so far, will continue this in January.
enjoy your year end break people~
Remember the body should also get this kind of treatment, reference images will help you figure out which areas get color
My goal is to create Ulfen Guard character(about 20k tris) in a week(40 - 60 hours).
Made blockout of low poly assets. Scale and proportions are fitted according to the concept.
5-6 hours of sculpting result. I stumbled upon topology issue while sculpting. Hands and head are denser then the body because i started to sculpt them as separate subtools. Duplicated them, merged, dynameshed. But while zremeshing head lips and ear have lost it's details. So the only thing i see now is to zremesh entire mesh and lose details on the head. The question is what's the best way to start? I guess it's to have a nice low poly mesh with good topology from the very beginning(In my case i guess, because i have kinda slow PC and every redynamesh of entire body for me is a huge pain).
@VeryCrunchyTaco I think if you'd made your character thicker and more harsh it would improve your work. Beard could be smaller.
Also IMO there's something with his back which is not appealing to viewer's eye. In terms of composition, I guess. I'd try to move triangle somewhere else, or make 2 straps like in front.
every time u zremesh, need to reproject the detail back. so before zremeshing, make a duplicate of the mesh and after that you can project back the detail to the newly zremeshed mesh.
if ur going with the base mesh route, they have some base mesh to use there
http://wiki.polycount.com/wiki/BaseMesh
btw regarding ur qn: what is the best way to start?
sculpting from scratch/using base mesh, both will work fine, the best way will be the method that ur most comfortable with.
@Spoody I think you're right! I'll see what I can do with those straps on the back, they do look a bit boring. I may try to move it down and paint a little bit more on it, but it may be too late to turn it into two straps. But I'll see what I can do. Thanks!
Haven't finished sculpting yet, I thought it wouldn't take so much time. Spent at least 20 hours in ZBrush.
Here's my update. Sofar I'm almost done with her textures. I'm about 90% done with her body textures, I'm just trying to make the fur look better. Her head is still a major wip and her weapons are almost done too. By the way thanks for the extension
Heya! Not taking part in this challenge but I thought I'd drop by and check out the process of this challenge! I'm not sure if you have the time Aquila, but the arms are looking a tad short on your character, perhaps you could pull them down a little? The elbows are usually in line with the bottom of the rib cage, and the wrists should be in line with the crotch area
Other than that, good stuff! Perhaps she could do with some eyelashes or something too, if you have the time
finally had time to continue on the Great Father concept
@Melazee
Thanks for the feedback. Unfortunately I'm already in the posing/rendering stage lol, I always tend to think arms are much shorter than they are. I will definitely remember your suggestions for my next character though and thanks for the link. However I think I could still squeeze in the time for some quick eye lashes, since her face does seem a little empty
I've decided to redo cloth. I wanted to start from scratch in Marvelous Designer. After 5 days of reading manual I've managed to create this:
I suggest difficulties for me in future on retopologizing it. Is this too much of folds for 20k character and if I just decimate it in zbrush would it be game ready in terms of topology?
Also I've studied some info about hair shader. I found that anisotropic reflection is following V coordinates(UV space) by default if you dont use direction map(found only flow map tutorial, which I guess is a differend kind of map). Generally i think hair is looking plastic. I generated normals with quixel(maybe that was my mistake).
finally had some time to post an update. once done with the details on the belt, will start working on the head and hair.
feeling so dead sleepy now.....
Also, here's my thingy! Many thanks for the crits on the face colors and stuff, added some more of that. Will be looking to do some more painting on the clothes, add some hair planes, weapon, and pose, and then I should be all done!
I made the final renders in Sketchfab.
This would be my 2nd challenge over here at Polycount and got to say that I learn and improve each time
the progress so far, will start on her skin this weekend. Still thinking on how im going to make the gameres cape...
@VeryCrunchyTaco yes i will start working on her skin this weekend. currently it is just a flat colour with normal map applied.
nice work on his skin texture tho u might want to blend some of the tones a bit more so that the transition on the skin is softer and more natural.
@FTWinchester yeah ur right, before her tummy and even her shin area was too thick. so modified those areas too.
regrading ur sculpt, im not sure if its because of the perspective but her hands and feet seems a bit too small.
@aquila congrats on finishing. btw u can attach the sketchfab link there is a small sketchfab logo. so feel free to link it so that we can see ur model there too.
btw since u use sketchfab, this article might interest you https://blog.sketchfab.com/tutorial-real-time-fur-hair/
all the best for ur next project!~
Good idea, didn't notice the logo there
model
FTWinchester Before blocking out armor I'd suggest you to make proportions to look as much natural as possible.(especially waist area and shoulders).
My progress so far: flat colors, oclussion and normals.
@FTWinchester Thanks! Adjusted it a bit so we can see the St. Nick nips a bit more. Haha.
A little more progress, been playing with hair and lighting. Still not happy with it, but gonna make the sword and pose him for some final renders. Wooo!
@omar_0007 A new one will be up tomorrow, so in a way you are early
Here is what i've done for this time.
Texture maps
- Two 2048, one 1024 for hair and one 512 for eyes
Tris count
-15600 tris Hair
-20700 tris body
https://www.artstation.com/artwork/LJKGA marmoset viewer
calling this done......time for nap nap.....nite ppl!~
@michaelsuwandi She came out great! I'd love to see a pose for her. Loving the fur.
@Aonar Great work! I love his face and clothes, they came out well. His proportions don't really feel like they hit the concept, but I could understand you taking it as a stylized take on it (and I like it!)
And here it is on ArtStation, if anyone's interested! I'm not happy with how it came out, but I learned a lot, and it was a lotta fun. Looking forward to the next one!