Character i am building for an Unreal project - still figuring out some parts of the design. Eventually will do the textures in painter with Material Blending from Unreal like in Paragon. Any feedback is much appreciated
If i need to criticize something... the hands and the belt lack of details compared to the rest of the design, but probably it´s because it´s not finished the highpoly right?
Are you working from a reference? If you're not working from a specific reference I would suggest emphasizing the silhouette a bit more to really push it.
Thx glad you guys like it @Koromo those parts were and are still not finished. @Tobbo No just the usual inpirational stuff from pintrest and other fantasy knight stuff, but no concept or concrete reference. - i am still thinking about pouldrons and i hope that the cloth will break it up enough. I did a simple head sculp for now and continued with some armor pieces and added bases for the cloth.
I love this so much! Great work man. Only thing I'd say is maybe try to vary your cuts a bit more, to me it reads very clearly that you used the same brush a bunch of times. But honestly that's just me nitpicking. I really like what you did overall
This guy is looking really great and armor design is pretty fun! I do think that the shoulders could use a bit more protection. The gap between the breastplate and the pauldron is a pretty big weak spot and makes him look more vulnerable. The knuckle-studded gloves looked pretty cool, and I think they made a little more sense than the not-gauntlet things going on right now. Or you could just go full gauntlet and that might be cool, too! Hope you don't mind me sharing my thoughts
very awesome knight you made here! I love the cartoony sculpting style that you used, looks wowish. Did you use another tool for blocking the rough shapes or did you do it in ZBrush? I'm just interested about your workflow.
Thx for the feedback guys really appreciate the input.
I did not have much time to continue this but i added pauldrons and changed the cape accordingly, totally agree with you @eazy i will also think about the direction on the gloves. i am not happy with them right now too.
@Basti i did simple block out meshes in blender which i then just dynamesh an go from there, some details i do with panel loop extraction other i do with the chinsel brush.
@Caiterade yea the belt is still placeholder, i am still trying to come up with a cool design.
@Naibaf99 that new one in r8 metal shiny i think the name is.
Next week i have holiday so i hope i can finish this up or at least start baking it.
the cloth piece between his belt and his chest armor is looking a bit strange, Im getting more o a sponge feel rather then cloth, other then that, its Looking good!
Hey guys continued on the character finally a bit more. finished the highpoly for the mostpart and nearly done with the lowpoly too. Right now i am doing stuff on the eyes and mouthhole and fine structure details overall let me know what you think. lowpoly is around 22k atm, so still some optimizing todo.
so i started baking finally just some quick test to see if the workflow is working. First image close up with his sword in the background second is gameview topdown. textures are not final! they will be better in the end hopefully...
well still at it with a snails pace... but at least i learn a lot while at it... nohting final really i am still improving materials and shaders and trying to learn houdini atm to simplify some of the things i want to do with architecture and stuff. i know it is way to green at the moment xD ... but please tell me what you think in general about the direction for this as a vegetation set.
looking good in the top down view, curious to see gameplay now, nice work! some of the ao looks mega strong on the foliage but it kinda works in the top view image anyway so thats alright I guess
Still early I imagine, but it's quite hard to read the soldier against the foliage. I think it's the brass colour with reflections starts to look really green.
thx guys awesome you like it @Ged yea lighting setup is still chaos xD, gameplay wise ...yea cant promise anything soon. i make this game with one friend, he does all the code, i do all the art ....and i had recorded some slopy gameplay of me running around and he thought we should do it right...so we will make some proper gameplay showcase vid. @RustySpannerz yea i will try to tweak it... also it should read as gold in the end xD... @littleclaude it is a fixed camera on the character, but i only try to give things a general bevel and try to have alot of surface area towards the top, so things look chunky from the top view.- but i dont do any hardcore perpective adjustments for the props because i want to be able to rotate things and so on, to save on workload by reusing stuff like crazy xD
i started work on a new character our so called first bot/enemy which is a generic skeleton worrier who looks angry and crazy!
Cool characters @Next very well done. Working on a top down game myself but have been more focused on the environmental art. Looking forward to character creation when I get to that bridge
@Apocrs1980 thx your stuff looks cool too! So i finally got some work done on the skeleton just need some more polish and i will move on to lowpoly phase. Let me know what you think. Cheers
Am a bit late to the party but this is awesome. Am loving the style definitely subbing to this for more inspiration and to see how it turns out keep it up.
Hi, i am back at it again, thanks for the nice comments! We recently formed our company to push forward with this project! You can take a look at some early gameplay here https://www.youtube.com/watch?v=cfhmPZPpSpI leave a like and share!
Last few weeks i was mainly working on level assets some of them you can see in the screenshots.It is still WIP many dressing things still missing.
Your art and design is so great I would love to see an angle like this for your game. (The top down is a bit harsh and isn't really doing you any favors).
@pixelpatron thx for the feedback i know what you mean, i hope to make the top down view pop more with doing proper lighting but i really struggle to hit the right balance and still keeping the moody feeling i want to have for this level.
Hi, so i worked a bit on my scene/level. Updated lights and added some new torch and braziers models. I also made a tileable rubble texture (still WIP) which i use as terrain texture and for a rubble pile mesh. I started cutting a proper hole in the floor for the building with the stairs and some fire for the torches i got done too for now atleast. Let me know if the lighting is any better now
Hi guys This time i spent most of my time cleaning up shaders and stuff, but i finally made a proper water shader and improved on lighting the scene a bit better i think. I created some new rubble doodads too and a sand/beach texture. Tell me what you think about the new lighting!
You are one hell of a sculptor! Loving the prop work! Though I would consider removing the straight lines on top of the bricks here And then I would suggest tinting each brick a slightly different color/tone. You can do this using material id if your color is currently determined in the shader. Or just straight into the basecolor if your doing things that way.
Thanks for the Feedback @Jakro i will distinguish the plates a bit! Also thanks for the highlight dear mods! i made a few quick zbrush renders of the ruin highpolies, it is all done with unique tileable models which can be stitched perfectly together as lowpolies. The wood planksare done the same way with tileable caps and center pieces so they can be mixed and matched too.
Replies
If i need to criticize something... the hands and the belt lack of details compared to the rest of the design, but probably it´s because it´s not finished the highpoly right?
It´s based on some reference?
Are you working from a reference? If you're not working from a specific reference I would suggest emphasizing the silhouette a bit more to really push it.
Either way, looking forward to seeing more!
@Koromo those parts were and are still not finished.
@Tobbo No just the usual inpirational stuff from pintrest and other fantasy knight stuff, but no concept or concrete reference. - i am still thinking about pouldrons and i hope that the cloth will break it up enough.
I did a simple head sculp for now and continued with some armor pieces and added bases for the cloth.
I feel the stubble could use some work, either make the transition softer or make the edge more jagged/interesting.
also the lips have way more detail and a more realistic look then the rest of the character, I would try simplifying them a bit if i where you
very awesome knight you made here! I love the cartoony sculpting style that you used, looks wowish. Did you use another tool for blocking the rough shapes or did you do it in ZBrush? I'm just interested about your workflow.
What matcap are you using for the armor??
I did not have much time to continue this but i added pauldrons and changed the cape accordingly, totally agree with you @eazy i will also think about the direction on the gloves. i am not happy with them right now too.
@Basti i did simple block out meshes in blender which i then just dynamesh an go from there, some details i do with panel loop extraction other i do with the chinsel brush.
@Caiterade yea the belt is still placeholder, i am still trying to come up with a cool design.
@Naibaf99 that new one in r8 metal shiny i think the name is.
Next week i have holiday so i hope i can finish this up or at least start baking it.
Have you thought about fixing the camera like Pillars of Eternity, Dota, LOL and so on so you can really go to town on what is in the camera view.
@Ged yea lighting setup is still chaos xD, gameplay wise ...yea cant promise anything soon. i make this game with one friend, he does all the code, i do all the art ....and i had recorded some slopy gameplay of me running around and he thought we should do it right...so we will make some proper gameplay showcase vid.
@RustySpannerz yea i will try to tweak it... also it should read as gold in the end xD...
@littleclaude it is a fixed camera on the character, but i only try to give things a general bevel and try to have alot of surface area towards the top, so things look chunky from the top view.- but i dont do any hardcore perpective adjustments for the props because i want to be able to rotate things and so on, to save on workload by reusing stuff like crazy xD
i started work on a new character our so called first bot/enemy which is a generic skeleton worrier who looks angry and crazy!
Working on a top down game myself but have been more focused on the environmental art. Looking forward to character creation when I get to that bridge
So i finally got some work done on the skeleton just need some more polish and i will move on to lowpoly phase.
Let me know what you think.
Cheers
You can take a look at some early gameplay here https://www.youtube.com/watch?v=cfhmPZPpSpI leave a like and share!
Last few weeks i was mainly working on level assets some of them you can see in the screenshots.It is still WIP many dressing things still missing.
This time i spent most of my time cleaning up shaders and stuff, but i finally made a proper water shader and improved on lighting the scene a bit better i think. I created some new rubble doodads too and a sand/beach texture.
Tell me what you think about the new lighting!
Cheers Next
We will use some of those shots for spectator camera positions
And then I would suggest tinting each brick a slightly different color/tone. You can do this using material id if your color is currently determined in the shader. Or just straight into the basecolor if your doing things that way.
Also thanks for the highlight dear mods!
i made a few quick zbrush renders of the ruin highpolies, it is all done with unique tileable models which can be stitched perfectly together as lowpolies. The wood planksare done the same way with tileable caps and center pieces so they can be mixed and matched too.
This time i have a Level Walkthrough for you hope you like it
https://www.youtube.com/watch?v=wEvyrn0BrCQ
https://www.youtube.com/watch?v=cXJj4wZylzQ