Hello beautiful community of Polycount! In yet another effort to practice and get better at what I do, I decided to tackle another concept and make it into a 3D game Character.
As an aspiring 3D Character Artist I think it's important to challenge myself and always step it up a bit with each work.
Last time I did
this guy which was such an interesting design, I even tried rigging and some awkward animation!
This time I'll go ahead and make this spectacular design, called "Soulbreaker" by "Gpzang".
What really drew me in, was the big ass sword at first with the crazy little details. I also haven't sculpted armor details in forever and thought it'd be a great opportunity to test some new hair workflow in Maya's xgen.
His anatomy is quite stylized at times but I love how buffed and dangerous he looks.
For this one I'll go ahead and make some facial rigging with blendshapes which I've never attempted before.
Excluding the obvious ones that are proper shapes, sculpting, low poly, texturing, for "Soulbreaker" I want to make great looking eyes for once, discover more workflows in creating hair and their texture, properly rig him for any array of movements he may do (Along with eyes and partial mouth rigging), animate him and even throw him in Unreal Engine 4 for the first time and not just Marmoset Toolbag!
I've collected a bunch of reference that I think would really help me in the clothes and armor
This is a new and exciting challenge for me so I hope I deliver!
I've already retopologized his body and made some quick rough tests on how I'm gonna use layers to help me with the blendshapes.
Any feedback and constructive critism is very appreciated as I wouldn't be able to improve at without your feedback all those years dear Polycount!
I'll keep updating this thread when I have an update. Godspeed me!
Kind regards
-Dan
Replies
Progress was kind of slow and to be honest it always is at the start, but now I should start picking up the pace.
Now the fun part will begin so expect more frequent updates!
I've also been streaming the process the last couple of days and will keep on doing so, so feel free to drop in and say hi!
Update on the progress of the sculpt! What's left is to finish the boots, fix some of the anatomy and sculpt the skin details and finally detail the sword. Then retopology is next!
Feedback is very much appreciated!
Your neck muscles need much more volume so that they look "straighter" from the side and allow proper transition into the clavicle.
Things to bear in mind:
The corner of your lips will be in line with the pupils from the front view.
Your eyes should be halfway up the head.
Your ears should fit between the brown and the nostrils.
You should have an eyes width between your eyes.
The width of your head from the front is roughly five eyes widths wide. As in you can fit an eyes width between the eyes, and one on either side of the eyes to make the width.
There's still some weirrdness with the chin I can't put my finger on.
I also tweaked the size of the head compared to the body.
Here's a freebie, have this up when you sculpt, preferably using projection master so you can overlay and compare.
GLHF.
What a madman! Thank you so much for the time you took to do the paint over! I really appreciate it
I'll go ahead and correct everything I can and have in mind what you wrote while fitting it to my concept art.
Have a good day mate!
Thanks to everyone for their feedback on the head, both here and on Slack!
Here's the update on the head, I am definitely more happy with it that I was before the challenge but I want it to be correct before I move onto detailing, so if you have any feedback and critique, lay it on me!
Alright, alright, alright...!
I corrected some anatomy issues thanks to the community feedback and went on to do some finer detailing. Regarding that I still have to do some stuff (like the frown wrinkles which I did just now). Hope I didnt go overboard with the expression as I want to do facial rigging with normal blending.
I'll keep em coming!
First proper try with xgen and I'm fairly happy with it! Gonna use it and make the hair cards from it
irst time I properly used Xgen for character hair and Im quite happy with them. They'll be used to make hair cards so the shape and look can be adjusted.
Onto unwrapping! Updates should be more frequent now.
Texturing is going pretty smoothly, I still have to jump back for a few changes but here's quick rough render from inside Toolbag.
A lot of things left to do, such as hair cards and their textures, the sword, make a couple new maps, rig, pose etc. But it's getting there!
Hair was never my strong suit and I did many revisions but probably this is the best I can for now. Of course any feedback is greatly appreciated and I'll do my best to follow it.
https://youtu.be/X-pcZrWYDc4
Edit: Will post full character shots once I rig and pose him
2 years ago, when I first start 3D game art, I had this design bookmarked just to look at it and say "Yeah that's something I can't make, it's just too hard", but here we are.
A lot more on Artstation! https://www.artstation.com/artwork/mPR1a
Thanks everyone for the feedback and the support