Since the world of game of thrones is full of arrogant highborns that are in way over their head, I thought id make my own. This character originally started life as a Dark Souls fan art,
but morphed after reading game of thrones. He's a bit far for a first WIP, but i thought id show it once I had a direction I liked. Things like the belt, shoulder thing, chainmail and trousers are very much blobby messes to be replaced.
Here is my starting point, tho ive changed the chainmail in favour of a gambeson/doublet.
Gambeson folds took forever and I had some fun making the feather/scale chainmail and the arm cloak. Next ill start looking into all the belts and sheaths as well as the glove under the gauntlet.
Great job so far but I find it weird that he doenst have any greaves. Maybe a stylistic choice but I think it might look better with greaves since he does have gauntlets and cuisses.
amazing stuff man ! I've been working on something similar, and just looking at yours I realized how many details I missed. Can't wait to see it finished !
Gorgeous attention to detail as usual, @Pav3d! Those folds and armor pieces are looking great (and clean), and I can't wait to see how to further develop the character.
Thanks guys! @Tul_ ha weird coincidence! @Emhain I dont use Marvelous, it was all sculpted. @CybranM He did originally, but i wanted his armour to be a bit more lightweight, I was considering swapping them for leather ones like these Before I move onto the belts I wanted to start his sword which would dictate the design of the sheath and belts too. Also I used it as practice for when I make the main raven motif on the gorget.
@Gabriel_Salazar Thanks! A lot of smoothing and hpolish :P The hard surface areas are made in 3ds max.
Been a busy few weeks in the real world recently, but ive been able to chip away at the engraving:
And the little pouch
Next up is doing that cotton padding edge thats around all the armour (any history buffs know their proper name?) and finalising the head and that will be it for sculpting.
this looks really nice and clean! very cool! only critique would be the elbow area being a little weird...there is something just a little off I cant quite put my finger on..but maybe thats only me. but again, so good! lookin forward to the next update!
Thanks guys! @tsabszy Youre right, ive pushed out the palm a bit. @JohnnyTheKid I think it might be the angle of the image, but ive push out the elbow slightly anyway.
Been working on the head and the skin detail. And ive thrown on some temporary skin colour that I will expand on later. Also a rough hair sculpt as a guide for hair cards and style.
And here is what he's looking like overall
Next is retopo and hair cards. (as well as probably endlessly tweaking the face :P )
Absolutly awesome thread! Thank you for posting close ups. These are gorgeous and very helpful I realized I'm doing my stitches way too flat. How do you manage to keep those stitches so clean? Mine always skew when I sculpt them in creases. Dynamic mode in zbrush, long lazy brush and tons of patience?
Thanks @Notte Lols yeah exactly, lazy brush at 100 and a lot of ctrl+z :P In the creases I have to angle the viewport and to get them to not skew. If your stitches are feeling too flat try adjusting the alpha, I had the same problem so I made my own stitch brush that ive been using for a few projects, try and see if it helps you (link)
Low poly and baking took forever (substance painter can be pretty nitpicky with meshes sometimes!) with some hair thrown in (hair is not final)
I also spent a few days trying to make a procedural eye in substance designer before eventually deciding to just sculpt it instead. Time is SD wasnt completed wasted tho, I made a eye vein filter to kick off the eye texturing.
I'm curious about the quilted pattern... did you just do it by hand with lazy mouse? I was working on something similar and thought it might be easiest to do in Substance Painter as I can make straight lines easily on the UV's, but clearly you did it all in Zbrush.
@BIGTIMEMASTER I used a few IMM brushes in zbrush before baking it down (I used Xnormal to bake it to a plane, gave me more accurate results), tiling it in Designer (and blending it with the base arm cloak normal and AO) and texturing it along with the rest of him in Painter.
Wow !! Great Details, Pav3d the amount of details is Insane !! and your workflow is nice, love the textures so far. i was wondering how do you make the detail for the swords handle in zbrush ? is it using IMM ? do you mind sharing your workflow on that ? Thanks !~
This is looking insanely good, just a stupid question: how did you split up the texture sheets of the clothes and how many (if more than one)? Curious to know how you retain the detail so well from the high poly.
Wow, this looks amazing! Also, your work is super clean, great job! My only crit at this point is that the values/colors in the outfit are very monochromatic.
Replies
Gambeson folds took forever and I had some fun making the feather/scale chainmail and the arm cloak. Next ill start looking into all the belts and sheaths as well as the glove under the gauntlet.
Looking forward to seeing more
@Tul_ ha weird coincidence!
@Emhain I dont use Marvelous, it was all sculpted.
@CybranM He did originally, but i wanted his armour to be a bit more lightweight, I was considering swapping them for leather ones like these
Before I move onto the belts I wanted to start his sword which would dictate the design of the sheath and belts too. Also I used it as practice for when I make the main raven motif on the gorget.
Been a while but ive been doing lots of little pieces. Heres what hes looking like overall:
Mainly Ive been working on the belts:
And his dagger in sheath:
Working on the folds on the back on the trousers, as well as adding chainmail:
And the glove under the gauntlet too:
Next Ill be making the pouch and finally moving on to the engraving on the armour.
Been a busy few weeks in the real world recently, but ive been able to chip away at the engraving:
And the little pouch
Next up is doing that cotton padding edge thats around all the armour (any history buffs know their proper name?) and finalising the head and that will be it for sculpting.
(Little crit: i might be mistaken but isn't the bottom of the thumb a bit flat maybe? There are muscles there)
only critique would be the elbow area being a little weird...there is something just a little off I cant quite put my finger on..but maybe thats only me.
but again, so good! lookin forward to the next update!
@tsabszy Youre right, ive pushed out the palm a bit.
@JohnnyTheKid I think it might be the angle of the image, but ive push out the elbow slightly anyway.
Been working on the head and the skin detail. And ive thrown on some temporary skin colour that I will expand on later.
Also a rough hair sculpt as a guide for hair cards and style.
And here is what he's looking like overall
Next is retopo and hair cards. (as well as probably endlessly tweaking the face :P )
I realized I'm doing my stitches way too flat. How do you manage to keep those stitches so clean? Mine always skew when I sculpt them in creases. Dynamic mode in zbrush, long lazy brush and tons of patience?
If your stitches are feeling too flat try adjusting the alpha, I had the same problem so I made my own stitch brush that ive been using for a few projects, try and see if it helps you (link)
thanks for continuing to post updates and close-ups.
Low poly and baking took forever (substance painter can be pretty nitpicky with meshes sometimes!) with some hair thrown in (hair is not final)
I also spent a few days trying to make a procedural eye in substance designer before eventually deciding to just sculpt it instead. Time is SD wasnt completed wasted tho, I made a eye vein filter to kick off the eye texturing.
Next is texturing finally!
I tried doing this eye in designer again and have something Im happy with for now, back to texturing!
Ive been busy doing the skin textures, eyelashes eyebrows all that fun stuff
Great work, keep it coming
Ive been busy texturing
Still so much more to do! Making a base, texturing his sword, posing and giving him an expression.
Very inspiring work.
@JustinT Sure I can do that
@BIGTIMEMASTER I used a few IMM brushes in zbrush before baking it down (I used Xnormal to bake it to a plane, gave me more accurate results), tiling it in Designer (and blending it with the base arm cloak normal and AO) and texturing it along with the rest of him in Painter.
i was wondering how do you make the detail for the swords handle in zbrush ? is it using IMM ? do you mind sharing your workflow on that ?
Thanks !~