Hello People I'm new on Polycount, I have been working on this character every time I have free time on my hands, this is also my first time using Zbrush and Substance Painter.
I feel I'm getting there, but I'm still struggling with proportions and anatomy, probably I have problem with a lot of other stuff. It will be great if I can get some honest, uncensored feedback about my work because I really want to get better.
Replies
-You have a lot of fine detail but no medium details. I do the same thing. What i would do here is stop focusing on those really small scratches, but start focusing on some medium to large level details to break apart the silhouette in ameaningful way. (maybe a way that tells a narrative, because right now as it stands you've just got random scratches all over the place)
-Your details are ultra repetitive, and too symmetrical. with the exception of parts of the waste rope. and even then its pretty clear one of the ropes has their length adjusted and not much else.
-When it comes to modeling armor, and things with different materials i'd separate them out into separate subtools. What i mean is, You've got armor, and then you've go the ropes or stitching for that armor sculpted into the armor. Why? It doesn't look as good, and you'll be doing yourself a favor my by just creating an imm rope or something. It looks better, and now you have it for later.
-Same deal with the rope on the waist, just make an imm curve brush, twist it or something to make a braid. It looks WAY better.
-If the armor is separate in real life, just model it separated. Like the wrist guards/gauntlets, whatever they are. No reason for that to be one mesh, it'll look way cooler if you separate them . Same with all the bolts you've got going on in the corners of the armor pieces, just make an imm bolt. (i'm pretty sure zbrush already has one)
-Also i'd suggest a material, where you can see all your highlights on, so you can see where your surface is way too wobbly.
I might have repeated myself a few times, sorry about that. Good luck though!
to me, the concept art is a little more appealing because there is more contrast in some of the proportions. The paws are larger and the wrist are thinner, the head is larger, the shoulder pads are smaller and thinner. This all gives him that big fluffy neck look like a german shepherd, and makes him look overall more macho (which I assume is how you want your samurai dog to look, haha).
But keep up the awesome work. I look forward to seeing this completed and more samurai dog breeds in the future.
Thank you so much!!!
Any feedback about the texture work will be highly appreciated!
https://www.artstation.com/artwork/rb5d5