Hey Polycount, I'm hoping to get some feedback on this sculpt I've been working on, any comments would be appreciated.
This has mainly been a lunch crunch project and I've essentially been making it up as I go along. But as it's come so far I'm planning to go all the way to a finished game model, possibly even rigged and animated.
The "lore" I've come up with for him is this species is all about the big ass horn. The more dominant the male, the more in grown and infected the horn becomes. Showing how strong they are by resisting the pain and infection. The pattern on the armour is meant to be inspired by the horn.
At this point I'm trying to get this to be as good as it possibly can be before I move on to low poly and texturing in Substance Painter.
Most of this wont be seen but I've tried to build him up in layers.
Replies
One minor crit, i think that your armor could use a bit of "rest areas" as in, there is detail everywhere, that pattern becomes almost too much when its all over tha armor.
it has a great oldschool "man in a suit" feel that reminds me of movies like the fifth element, and I mean that in a 100% good way. keep it up!
Few critiques/suggestive ideas :
the stitches feel like add-on stuff from substance painter. Some "holes" where they insert might make them feel more real.
Color variation on each of the hanging leather straps might give a nice look -- though it might look too "jestery" as well.
The border of the breastlate looks like a leather material, though I expect it to jsut be metal by the shape (doesnt look like leather is wrapped around it due to hard edges)
And, I know you mentioned this is just base textures, but I want to mention that some color variation on the teeth will make them look more like the nasty teeth I'd expect from this beast.
have you done any work on your spec/gloss maps yet? because he is looking a bit flat at the moment.
I love that he's dressed in kinda fancy ass knight armour. definitely awesome design!
also + for your own and original character )
I think that render was using an overly bright HDR environment in Iray which is why it looks flat. I've set up a test scene in Toolbag with some better lighting which is looking less flat. I've also been playing around with animation during my lunch as I don't have Painter on the work PC.
https://www.youtube.com/watch?v=m_hyLgvmY1Q