Hey everyone!
Been sitting on this for a while and I'm trying to finish this guy up in the next coming weeks.
So here is where I am as of now.
I've got some tertiary detail down, and started sculpting his neck thing and cape (super rough atm).
I'd love to hear your thoughts on what could different/better to really push this!
Thank you!
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So here are the same shots with better lighting.
As always, let me know what you think!
Next update will be a real one...
Crits welcome!
Changed the design of the neck thing. I think it's more accurate to his actual costume. Still working on it and the cloak/hood. The clothing will hopefully be done soon and then I can move on to hair stuff for final high res renders before moving on to substance painter/making this real time friendly.
Let me know your thoughts!
I've been tackling the textures and setting up some render settings.
I think the lack of hair (especially eyebrows and eyelashes) is throwing this off but I've been messing with the textures as much as I can in the mean time.
Are there any any immediate things that you would change, tweak, or add? Please let me know you thoughts!
This was quite the learning experience! I set out on this project with the goals of tackling likeness, making more realistic skin and eye textures/shaders, and learning to work with xgen to create better looking hair. I'm pretty pleased with the results and definitely feel like I've advanced in those areas.
High res renders can be found on my ArtStation - https://www.artstation.com/artwork/JlOEwd
I'm excited to further these skills in my next project!
Let me know what you think! (Any thoughts/critiques welcome)
@Kgizzi - Thank you! As far as breakdowns/tutorials for that effect, I do not Perhaps sometime in the future! Hopefully I can explain it effectively enough right now (it is a pretty easy effect). It is something I do in Photoshop after I render. So I just Google search things like "dust" and "dust particles," I put whatever images I've gathered on top of the renders and if they are colored for some reason I make them black and white. Then I mess with the mid values of the dust images in Levels in order to get rid of pretty much all of the grey values so that the images only really has white values (the dust) and black values (the background). I then set the dust layer(s) to Screen so only the white values (dust) are visible. After that I'll throw some Gaussian Blur on (depending on how far back in the image I want it to look like it is) and mess with the Opacity. If this is still too confusing I can do up a breakdown soon haha