Hi all, I'm a complete beginner modeller and have been working on a character set for the last few weeks.
It's a stylised goat man model for use in top-down viewed games such as RPGs, ARPGs, RTSs or MOBAs.
My goals are clarity and readability of what the characters are (goat people) and what they do (skirmisher throws spears, warrior charges in with axe, shaman casts spells). So I've avoided any fine-grained or noisy detail.
I've attempted a stylised proportion of about 4.5 heads tall, so that things don't look too spindly at the far camera distance. I want a chunky, almost toy-like feeling to the proportions.
The characters are about 2000 tris with their equipment, though the shaman has more.
Modelled & sculpted in Blender, textured in Substance Painter, rendered in Unity3D (is there an easy way to render PBR in Blender?).
This is the first character model I've ever really put together, so I would love any feedback you have!
Replies
I wish I could give some sort of critique here but I'm not seeing anything wrong. I think it's impressive that you made an organic model on blender, making organic models on anything but zbrush (at least at this time) makes me want to smash my head into a wall. Kudos!
From a technical point, I can't really understand why you have got unique UV shells for all the geo when (from what I can see) the textures are symmetrical across x anyway. If they are going to stay symmetrical I would just mirror UVs, saving space and letting you get better res from the texture size.
Anyway just things to keep in mind, you've done a great job for a first character model and I look forward to seeing more goat men.
Having said that, Blender's sculpting tools really aren't too bad!
Hmm yeah I can see what you mean. I'll play around with the tones a little when I do another pass at the texturing (after I address mesh feedback). In truth its basically just me plugging in a thickness map for the colour and forgetting about it, hehe.
I cannot agree with you more about the world needing more goat men (and women...?)!
I've had similar musings about the tattered cloth. I'll play around with it and see what I come up with.
Point noted about the crotches - I was going for long tapered hanging fur, but I suppose I haven't really executed well on it. I've tried just Ken-Dolling the area... maybe its better?
I also actually measured and checked the arm and hand proportions (rather than eye-balling it) and reduced their size. Lengthened and thickened the upper legs, shortened the torso a little. Here's how it's looking:
As for the UVs, good point, but I have multiple texture sets planned and some of them have asymmetric designs (war paint and such). I was also considering resculpting some of the fur to asymmetrify it, but maybe having the increased texture resolution is a better benefit. One problem I have with X-mirroring the texture is it can create a big vertical seam artifact right down the middle of the model. Just something I've noticed with other models - maybe its a quirk of Unity?
Thank you so much for the feedback so far
Small update, I've ripped up the cloth section of the shaman's outfit:
And about the UVs, if you are planning on doing tattoos/scars on the body, then for sure it's a good idea to have the UVs like that. These fellas would look great with some tribal tats.
I've got a bit of a baking issue that I'm not sure how to fix, maybe you guys can help?
From what I can tell the beard geometry is projecting onto the chest during the bake. If I set the bake distance to be lower I start to lose high-mesh detail in other parts of the model, but the chin area is fixed. Is there a way to control the distance for a targetted area like this?
I'm sure there are tutorials out there that explain it better than I just did, maybe check the Polycount wiki too.
I'm working on some alternate themes for the goatman textures.
"Blood" theme:
"Forest" theme:
"Highlands" theme:
"Strange" theme:
I know the stone on the forest theme axe is really bad, I'm planning on reworking that with more hand-painted edge wear and remove the grain of the texture.
Let me know what you think!