Hey Polycount!
Starting up a new portfolio piece from stratch, I'm aiming to make this a real time character. Figured i'd post my progress here!
Feedback is very much appreciated!
Completed!
model
Rig:
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Sculpt:
Texture:
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Thumbs
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Mood Board
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Decided to go for this one after some feed back from some peers
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Quick Paintover
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Replies
Keep it up
Yeah i am going for a taller looking figure so I'm trying to keep the legs a little longer than normal but i do see what you mean. The wider should make it look way more natural now, Thanks for the awesome feedback!
I'd simplify the scythe's detailing a lot, as it reads as a bit busy (and mushy), but the silhouette seems spot-on.
A tip I got recently, that's really useful for nailing down the concept early on: start adding colours sooner rather than later. I now add coloured materials as early as the blockout phase, and it's really helped me get a handle on where things are going.
Dota 2 might not be the style that you're going for but notice where they are putting the shapes and detail, what in the weapon is drawing your eye. You want it to be the blade, not the handle. You could definitely push the shapes of the blade further. Your handle also looks like it is composed of several branches and I think this is a weak deviation from your concept. Other than the branch detail in your handle being distracting, it looks like the handle will just fall apart in half. If you don't want to completely redo everything, I would at least merge the branches or add a cloth wrap to make it look like something is holding it together.
To further back up my point but with a bit of a different style, I thought I'd pop in thanatos scythe from Smite aswell,
The rest of your character is looking absolutely lovely, I really like the detail on the props and arm gauntlets. Hope that helps and keep it up!
Got my gradients to a point I'm happy with for now and started up the detail
I look forward to its eventual completion
I got the eyes diffuse to a point im pretty happy with my only problem was in UE4, I was having trouble getting the highlight to mirror onto the other eye. I'm still not sure exactly why it wont mirror across(their the same UV's) but I think it has something to do with how UE4 does lighting.
model