Hi everyone
Haven't posted to the forum in awhile but I wanted to show some personal work I've been doing this past year.
This is a robot character I did earlier in the year. I wanted to create a unique looking robot that had a lot of minute detail but had seen it's fair share of wear and tear. The hair is based from the tentacles in Spider Man 2. Final render done in Marmoset Toolbag
Replies
Thanks, I'm glad you like it!
rogermein
With your A.I. Robot and Twi'lek, it's nice to see the hair tentacles and lekku breaking things up from the usual human form, but something really clunky or super thin would be great to see with your details and textures.
As a big fan of your stuff and style I'm looking forward to seeing what you do with the Elven Armor, and good luck!
Thank you! I've been thinking of doing something completely out of the human form. But that will have to wait until the Elven Armor is done. Will update soon!
rogermein
It's been awhile, but I've finally finished the Elven Armor I been working and wanted to share it on the forum. The full character is an elven noble and I designed it to practice modelling workflows. My goal was to create a suit of armor that was lavishly decorated but still practical for actual fighting. Because she is an elf, I added a lot of leaf/flower motif to the design. I chose the dragon as her house emblem.
All the images can be found on my artstation page: https://www.artstation.com/brianchan
Hope you guys like how it turned out!
rogermein
@rogermein1 wonderful work man! The level of quality is astonishing. Also makes me a little anxious just thinking how you managed to keep all the detailed pieces organized for a bake like that!
I see you tackled the armor uv's into chunks which would help some. But how did you organize the finer detail on the High Poly, your subtool palette must have been hard to work with.
I can't get over the amount of intricate details you have put in. Awesome work!!
Thanks, glad you like it. Baking used to be pretty tough, but with Marmoset Toolbag you can group the elements in your mesh. This makes it much easier to bake multiple things at once without overlap in your cages.
The High Poly was pretty resource intensive so I usually had individual ZBrush projects for each component (i.e. One file for Upperbody, one for Lowerbody etc.) It also helps to create insert mesh brushes to add the heraldric motifs onto the armor. After high poly, I used the decimation master to group all the elements together in one file.
Hope that helps, thanks again!
Love the details you got going on, would try and get some cleaner emptier areas to balance out all the noise, give the eyes a place to rest. But super cool detailing, I gotta get on that level.
Thanks, glad you like the detail! Yeah, there is a lot of rust in the armor which does strain the eye. I thought about making the armor clean but I also wanted her to look battle hardened. I'll need to tone it down for my next character like you said.
rogermein