Hello all!
So ive been working on this project for a few weeks now and thought it was time to start a WIP thread.
Any and all feedback is more than welcome.
I have a scene planned out but Im focusing on it a piece at a time for now, and if the initial idea changes then it changes.
The idea behind the project is to have a bit of fun, refine my home workflow, learn some things and improve my 3d design.
Ive been working on the main character so far and as of tonight ive just finished the UV's.
Keep in mind he isnt final yet. If he could use some more detail/straps/cloth etc itll be added later as the final scene becomes more clarified beyond my initial sketching/brainstorming.
Next plan is some texturing!
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Still WIP but relatively pleased with this pass.
Im looking for going with a bronze/brass armour that has been heavily chipped and battle damaged.
Including patches of dried blood.
Again, any criticism or comment is more than welcome
Refining some areas, putting the material set onto the next piece of armour. Experimenting with some etched patterns on the brass plating (not sure if i'll keep them).
Impretty happy with the consistency across the armour, however I think the dried blood spatters need to be a bit less frequent and a bit more art directed. But that's soemthing I will change once I have the materials rolled out to all the plating.
Should have more textured this evening.
Next step is to refine and resolve more of the cloth areas. Perhaps add some to help break up the areas of plating.
Ive also continued to refine Materials/textures and begun adding fine details to existing elements.
(I've been experimenting with Fibermesh for fur but Renderman hates those curves apparently)
As always feedback is most appreciated!
Currently the plan is very loose in terms of actual environment, there is a few creatures ive had in mind for this from the beginning and id like to make them first before refining the scene. Though ive been somewhat inspired by a cross between a salt flat and monument valley (with less monuments), given the Dark Souls influence a very barren/gloomy landscape seemed appropriate.
Im not sure thats needed myself as its already quite a busy model/texture and I wouldnt want an increase in contrast to make it harder to read. I may be wrong about that, but its all still being adjusted/tweaked. I'll experiment a bit with it this evening as if its just a global thing it should be a simple enough tweak. Another thing to keep in mind is the current lighting is purposefully relatively flat for purposes of ldev so that will be contributing aswell.
At the moment its also symmetric but will be asymmetrical soon enough.
Material is completely temporary as-well just a generic substance fabric with the colour changed.
Fur is still very temp/wip.
(also bonus for an unusual view)
Took some photos that inspired some environmental ideas so started messing around with them in substance designer to get some initial ideas down (going for something that's somewhat trypophobic). Ive also decided i dont like the fur on the knight and that id like to add faulds. Ive also done some more work on the underlying "trousers".
I'm close to parking this guy for now and moving on the next element.
I think he's in a good enough place to start working on the rest of the scene and will come back to him as necessary.
Hope you like!
As always comments and critique are more than welcome
As always C+C is appreciated!
Also been thinking about the color value/tones and im personally preferring the red body and blue 'eyes'.
Hope y'all like!
My only suggestion is that, personally, I find colorful bugs to be more creepy, especially when they have that gross semi-translucency on the thin parts. I wonder if changing up the surface on the legs and maybe different sections of the exoskeleton would be more interesting? Just thoughts, it crtainly looks pretty awesome as is right now. Also, hard to see in this photograph, but the spider has tiny little hairlike barbs. Gives me a feeling like, "FFS, don't let that thing touch me."
Im not sure I want to add a super colourful bug as I think it would clash with what I have in mind for the overall scene. But that may change as the lookdev progresses.
Translucency and hair are usually something I like to add later in the process when making insects.
In terms of translucency though Im not sure I want to add it to the legs as Im not sure the Chitin on the legs lends itself well to looking translucent.
Cheers for the feedback, will keep it in mind as I continue to lookdev!
Also wings (very WIP) happened
Done some test with him next to the knight aswell but I think Ill be changing him to something that contrasts a bit more against the bronze. Perhaps an iridescent green or a very dark black.
Got a wee update.
He's green now, isolate dim not sure it works, but I definitely prefer it when put in the same scene as the knight. The contrast makes it work much better I think.
Oh i also added a neck and some (WIP) hairs!
Initially I had planned out these hugely ambitious landscapes with all manner of creatures/structures.
In the end though, after several failed tests/sketches I decided to scale back to something more akin to a traditional character pedestal/diorama.
Currently roughed in the lighting and major assets that itd require. Im much happier with this direction than any other ive tried so far.
Always eager to hear other peoples input though! C&C most welcome
I wasnt expecting to like a wood aesthetic as much as I am, so im sticking with it for now!
As always C&C is welcome and appreciated
I'm at the stage of needing to get texture/modelling/refining done on every piece and then I can iterate from there down to a final pedestal.
Ive also disabled the visibility on the HDR as you are completely correct by it being distracting.
Anyway I hope you all like this update. C&C always most welcome!
C&C encouraged!
C&C always welcome.