Slowly blocking everything out. I am focusing on proportions heavily first. After I have every piece on and in place I will then move towards details and material 3D texture info. Rock / metal / Gem.
Nice start man, don't you have some sketch, concept or references for your character? It would be nice to watch the main idea that you want to make Cheers buddy!
Placement pass finished. Next pass will be a cut down pass to make it look more like stone. After I get all the general shapes down looking like stone I will work on medium detail then head into smaller detail like cracks and scratches and rock pores.
Calling it done with the highpoly I could keep going but any more detail I am sure most of it will get lost in the scale and texture restrictions I am shooting for.
Automated UVs just to test the mesh and too see what the normal and ao maps look like with the low poly mesh. Going to do this to the entire mesh first. Then I am going to go into the low poly again and remove and add polys to fix any issues. Then I am going to make my UVS all into one UV set and not just have them automized.
I plan on making my spec and texture diffuse maps in Zbrush with poly paint should be fun.
So it is choppy and low res...... you should see the automatic UVS hahahaha. But it is still actually really good bake for the such small time I put into the low poly part. I cannot wait to see this guy cleaned up and textured I am getting excited. So the biggest focus for me now. Clean up the low poly model and make it more spot on and focus on those crispy normal faces.
I did a color over to see what is taking up the most screen space so I can use that info to manage my UV sizes.
So far I am going to go
WIngs Chest Shoulders Head Tail Thighs lowerlegs
The order is from largest UV space to smallest. I made the head one of the bigger spaces not so much on the size of the head but the placement and how much closer to the camera it is versus everything else. Also people look at faces more than other things.
Working some UVs out. AO only bakes shown. The Uvs are not placed together yet. I have been touching up the topology flow and count and still have more low poly models to work on reducing poly count and fixing flow. Just a step in my process.
Love watching that tri count go down. woot woot. Still need to add two more small meshes tho =[ the stone loin cloth and the center chest gold piece. After those pieces are fitted in and the back pieces are AO tested it will be on towards fitting the UVS into a proper UV set.
Down to 6080 tris going to go back in and add loops where I think is needed most for proper animation. First pass on UVS going to do some AO bake tests to see how the UV shells are holding up in size ratio.
The small mistakes in the AO I am just going to hand paint out instead of wasting so much time trying to get it perfect when I can spend half the time and paint it out just the same.
It is muddy because I started out in a 512 x 512 to see how it would come out first then I bumped it up to a 2048 x 2048 so I can clean it up add detail then reduce it back to 512 x 512 for my own personal goal restrictions. I find this way really makes the 512 clean.
During some texturing I found some issues with the model and had to add some more polys to improve the low poly which made me switch up the UVS ....so I lost some ground but got back to a good point.
I am testing out some runes or patterns for the wings. Still working on tones and levels of brightness so the leg armor pieces are a little darker than they will be in the future.
Working on getting the light down and colors as well.
I am not going to clean things up just yet everything looks like it all has a haze or blurr over the texture that will be worked out last as I find everythings place in color and shade / tone.
The pelvis armor has not been touched at all I am going to block that in next.
I also have not locked in the darkest darks yet so everything is even toned at the moment except for the wings.
I had a lot of fun pushing myself fitting this contest in my schedule. I wish I had more free time to get this further but over all I am happy with the outcome.
Replies
Slowly blocking everything out. I am focusing on proportions heavily first. After I have every piece on and in place I will then move towards details and material 3D texture info. Rock / metal / Gem.
Crits and comments welcome.
Okay yeah sure I will add those today thanks.
Here is the concept of the skin and in game model.
Placement pass finished.
Next pass will be a cut down pass to make it look more like stone.
After I get all the general shapes down looking like stone I will work on medium detail then head into smaller detail like cracks and scratches and rock pores.
Working on a lot of different things right now. I focused some time on medium refine for the back.
Thanks alot
I am focusing heavy on the modeling.
Only thing left to work on are the wings. Clean them up make them look like stone. Then low poly.
Calling it done with the highpoly I could keep going but any more detail I am sure most of it will get lost in the scale and texture restrictions I am shooting for.
Sooooo highpoly ..... done.
This is me throwing polys on as fast as possible not worrying about flow or amount just yet.
Automated UVs just to test the mesh and too see what the normal and ao maps look like with the low poly mesh. Going to do this to the entire mesh first. Then I am going to go into the low poly again and remove and add polys to fix any issues. Then I am going to make my UVS all into one UV set and not just have them automized.
I plan on making my spec and texture diffuse maps in Zbrush with poly paint should be fun.
So it is choppy and low res...... you should see the automatic UVS hahahaha. But it is still actually really good bake for the such small time I put into the low poly part. I cannot wait to see this guy cleaned up and textured I am getting excited. So the biggest focus for me now. Clean up the low poly model and make it more spot on and focus on those crispy normal faces.
I did a color over to see what is taking up the most screen space so I can use that info to manage my UV sizes.
So far I am going to go
WIngs
Chest
Shoulders
Head
Tail
Thighs
lowerlegs
The order is from largest UV space to smallest.
I made the head one of the bigger spaces not so much on the size of the head but the placement and how much closer to the camera it is versus everything else. Also people look at faces more than other things.
Working some UVs out. AO only bakes shown. The Uvs are not placed together yet. I have been touching up the topology flow and count and still have more low poly models to work on reducing poly count and fixing flow. Just a step in my process.
Love watching that tri count go down. woot woot. Still need to add two more small meshes tho =[ the stone loin cloth and the center chest gold piece. After those pieces are fitted in and the back pieces are AO tested it will be on towards fitting the UVS into a proper UV set.
Down to 6080 tris going to go back in and add loops where I think is needed most for proper animation. First pass on UVS going to do some AO bake tests to see how the UV shells are holding up in size ratio.
512x512 map
with 5988 tris
AO bake.
C&C are welcome.
The small mistakes in the AO I am just going to hand paint out instead of wasting so much time trying to get it perfect when I can spend half the time and paint it out just the same.
Rough color and shading block in.
It is muddy because I started out in a 512 x 512 to see how it would come out first then I bumped it up to a 2048 x 2048 so I can clean it up add detail then reduce it back to 512 x 512 for my own personal goal restrictions. I find this way really makes the 512 clean.
During some texturing I found some issues with the model and had to add some more polys to improve the low poly which made me switch up the UVS ....so I lost some ground but got back to a good point.
I am testing out some runes or patterns for the wings. Still working on tones and levels of brightness so the leg armor pieces are a little darker than they will be in the future.
Working on getting the light down and colors as well.
I am not going to clean things up just yet everything looks like it all has a haze or blurr over the texture that will be worked out last as I find everythings place in color and shade / tone.
The pelvis armor has not been touched at all I am going to block that in next.
I also have not locked in the darkest darks yet so everything is even toned at the moment except for the wings.
Crits comments welcomed.
Testing the range of my model for posing.
Still working on my texturing. The wings need the most correction right now they are too dark overall.
I like this pose. I am going to keep this one and work on some rubble. Just some quick effects for fun.
I had a lot of fun pushing myself fitting this contest in my schedule. I wish I had more free time to get this further but over all I am happy with the outcome.