This is a basemesh for my new WIP dwarf character. CCs are welcome because this is the part where i can still change everything. I'm going to be updating this as I go First post
Hey guys, This is daily sculpt 4, and I'm now working on my dwarf character, and I hope to get some critique before I move to the next step (breaking the symmetry). So any CCs would be cool. Second post
Hello there, this is me again with daily sculpt 5, and this time i decided to add more fat to me character to make him more believable. Again i'm really looking forward to critique, because my next step is retopologizing my character and after that no major changes can be made. So if anything jumps up at you pls let me know. Third post
Hey, this is daily 6. It took me almost the whole day to retopo this guy, I'm really hoping that the result is at least decent. As always CCs are welcome. Fourth Post
Red- Not sure about this topology and it's deformation. Will work how it is but could be improved, is there any way you can remove the tri and have it quads all the way around?
Blue- Very minor, just because of my OCD I would have relaxed this a bit to give a more even curve to the loop.
Green- The quads here are very dense, a lot can't really be helped, but they are needlessly dense in their current state.
Overall I would relax a bunch of points around the place to give all the edges a more more even line. They seem a bit jagged and jumpy currently; take the line at the bottom of the image i painted over that goes over his belly. The verts could be a lot more relaxed and even.
Really good retop overall though. Lots of well place loops and in it's current state should deform very well anyways, my critique is mostly if you want to make it even better.
Hello again, I've tried updating my topology as Vozz suggested and this is what I got. So basically I exported my mesh from Blender to 3ds max and went over it with a smooth brush ( couldn't find it in Blender ) and fixed some triangles as seen here:
Now at this point I've noticed some strange geometry that resulted from the removal of some of the triangles, specifically the ones on the back of his thighs, palms and buttocks. The weird thing is idk if it makes any difference or not, knowing that I'm not the best at animation I can't tell just by looking at it. So if anyone could help I would really appreciate that.
The topology looks overall much nicer and cleaner! Topology is a pain! Pretty much all of the odd topology is in an area that won't deform as KingKellogg stated, and won't cause any issues. Did you make sure the overall form wasn't altered when you smoothed all the points around? His shoulder loops look really good now and will likely deform well.
Thank you for your help, I think everything is good so far. I'm now starting to work on his face, adding more small details like wrinkles and stuff and giving him a beard. Will post once i'm done
Hey there. I'm doing daily sculpt 7 and today I've been working on adding a mouth bag for my character, projecting the high poly details onto my low poly model and subdividing it. After which I refined the face adding more secondary details and fixing the ears more or less. Finally I finished with a beard, cause in a fantasy world a dwarf must have a beard. The beard is still a WIP so CCs are welcome specifically on how to make it look believable. Fifth post
Hey there, it's been a while and I'm back to working on my dwarf, this time I wanted to refine his face and fingers to give him more life. I really need help with the hands because I think this is my weak part in terms of sculpting, and drawing too. This is daily sculpt 8, any CCs are welcome Thank you) Sixth post
More daily work from me, hope you guys are not tired. (I sure am) This is daily sculpt 10 and today I spend a few hours working on detailing and adjusting my head. Not ready to break the symmetry just yet. CCs are as always welcome and even encouraged. Thank you!
Hey can you get some much more zoomed In renders of the skin? I'll send you a message about rendering in Zbrush too. Much easier to critique if I can see it in a slightly better light Looking good so far! Looks like it could use some more realistic pore detail but I can't quite tell or you may not want that style. Depending on that I can give you some pretty good reference to look at.
Hey there, I'm back on the mission and ready to rock! Doing this daily sculpt 12 and I finally got a chance to invest a good amount of time into this character, and so far I really like the results. Today I focused as much as possible on his beard and his hair, and I learned alot hope you like it. As always feel free to comment and critique anything that stands out to you. Thanks)
So once I had the body finished, I decided to look for an armor and a beard concept. This is the one I found by this person herehttps://www.artstation.com/artist/art86
Probably just as close as the armor and the beard goes, I also try to give him the axe, and most likely adjust his overall body proportions to fit his clothing.
His torso and legs are looks a bit rigid with clothing on, almost like a rectangle on top of 2 other rectangles. Explore more curves, like bringing the area below his belt out a bit and inflating his upper torso. The beard and hair look great! A little more polish on the hair when you have time could perfect it, some of the strands look a bit wonky. He's looking really good now.
well depending on how you are gonna handle the fur in the texturing stage you might not even need to, if you are gonna use alpha cards I would suggest using a proxy mesh that simply shows the silhouette.
if you are going for a more stylized look I would suggest look at some reference on the exact style your going for and see how they handle fur.
my personal favorite is to use insert meshes. here is quick breakdown made by Leslie van den Broeck a while back.
Hey man @lotet, I followed your advice about fur density and also started to work on the belt details. I was really struggling to make it like it is in the concept but anyway this is what I got. The other thing is that I don't really know how to make his back more interesting because the concept is mostly front view. CCs are encouraged. )
Today's progress. What I've noticed is that retopo becomes easier the more you do it. I'm trying to keep it as clean as possible also watching for polygon density, hoping for it to be equal all throughout. Here is today's work. CCs are welcome and encouraged as always
Hey there! I haven't updated this in a while so here is what I have so far. I've finished retopologizing my guy ,and after that I started to bake maps in xnormal. (most of this work is tedious so I guess that's why I didn't update this threat for so long) After that I went into Substance painter to clean the maps as well as to paint the diffuse map for him. I'm always open to critique, so if you got anything I'd be glad to here you out!
Hey guys! I'm happy to admit that I'm finally done with the character I've been working on for what seems like ages. You can find him here https://www.artstation.com/artwork/OZXJ6
Actually never mind what I said earlier. I decided to fiddle around with his eyes and make the blindness effect more apparent and this is what I got. I also noticed that my roughness map was inside out so I changed that too . Thanks for all the critique and help along the way I feel like i'm finally done with this guy now!
I think he can use one more pass on the materials.
Right now everything has the same reflective level. His beard and clothing are almost just as shinny as the polished metal. It makes him look more like a painted garden gnome than an actual organic creature with different materials.
Replies
Second post
Third post
Fourth Post
Red- Not sure about this topology and it's deformation. Will work how it is but could be improved, is there any way you can remove the tri and have it quads all the way around?
Blue- Very minor, just because of my OCD I would have relaxed this a bit to give a more even curve to the loop.
Green- The quads here are very dense, a lot can't really be helped, but they are needlessly dense in their current state.
Overall I would relax a bunch of points around the place to give all the edges a more more even line. They seem a bit jagged and jumpy currently; take the line at the bottom of the image i painted over that goes over his belly. The verts could be a lot more relaxed and even.
Really good retop overall though. Lots of well place loops and in it's current state should deform very well anyways, my critique is mostly if you want to make it even better.
Now at this point I've noticed some strange geometry that resulted from the removal of some of the triangles, specifically the ones on the back of his thighs, palms and buttocks. The weird thing is idk if it makes any difference or not, knowing that I'm not the best at animation I can't tell just by looking at it. So if anyone could help I would really appreciate that.
Fifth post
https://www.youtube.com/watch?v=jXpCkWuO6mQ
Sixth post
if you are going for a more stylized look I would suggest look at some reference on the exact style your going for and see how they handle fur.
my personal favorite is to use insert meshes.
here is quick breakdown made by Leslie van den Broeck a while back.
keep it up!
Right now everything has the same reflective level. His beard and clothing are almost just as shinny as the polished metal. It makes him look more like a painted garden gnome than an actual organic creature with different materials.
https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/