Hi everyone !
I want to share some character modeling I'm working on, I never post my work, so I thought it would be a good day to start
It's based on Servando Lupini's concept (
https://www.artstation.com/artist/vando).
The concept
Here is the blocking
Here is the sculpt
And the low poly model I prepared
The head sculpting still needs some work, I barely touched it, after that I will begin the baking process.
Of course, C&C is welcome
Replies
It's begging to be hand painted!
@N4meless
I did some changes on the details scale on the arms and legs, they are easier to see now at a correct distance.
@PeteJViney
I did a little fixing pass on the right eyebrow, it works better now, and it will be more visible at render time as I will use a low camera angle.
@AgreeingMachine
It was a bit of a tough process for me, hard to get details to show at a correct distance from the camera, I mainly used the Orb Slash brushes. The details you see in the sculpt picture are from a previous version, now I scaled up the details, they were not visible enough before.
The blocking was done in 3ds max. Unfortunately I'm don't think I will do handpainting for this one as I'm not really at ease with full painted textures.
Here is the actual state of the character in Marmoset with a bit of lighting and all baking done, i'm starting the texturing now
I'm back with my pumpkin man, this time completely finished
I struggled a bit with the texturing and the final composition, but I'm pretty happy with the actual result.
C&C is still more than welcome
Here's the final render in Marmoset :
The wireframe
The final sculpt
my only crit would be that he is leaning just a bit to much to feel balanced (even in the concept tbh).
Thank you very much !
You're right for the leaning, it's been an issue since the begining, it was hard to keep the same pose and having a balanced character.
I think it comes from the head, that is not really centered on the body, where the neck should be and the body is slightly leaning too.
Some fixing incoming
I did a bit of fixing on the pose by following both your advices.
I have problems to recognize the cane on the final render cause the bg root have a similar darkness value.
@Randell Trulson
I think the original concept's lighting helped me a lot to create my final image. I also did lot of tests in marmoset during the texturing phase, each time submitting my wips to friends to receive their feedback, so each time I upgraded my textures, I did some adjusements too in my rendering scene. I hope it helped
@pOgOstyle @jose.fuentes @Asura
I did a little fix with a light that cuts the cane and the right hand
I saw in the original concept he used a slightly darker orange on the pupil and set it against the uplight on the sockets. You could do a similar thing. I think with the mouth you could apply more ao shadowing by hand particularly along the crease of the lips and perhaps darken the orange around them in a gradient?