Hello all!
I model miniatures for tabletop gaming but i really want to have a crack at a hand painted game character. I'm learning what i can from watching tutorials on Youtube and Twitch but would love any and all advice/crits you have.
i contacted
Esther Smisdom and she is very kindly letting me have a crack at this fella -
Helfürk
Replies
Day 1 - i made a sort of chunky guy base. i intented to play around more with proportions when he's a little further down the road.
Day 2 - this was more blocking in of basic shapes and trying to get more specific on his head.
Can anyone see anything blatantly wrong or sticking out as a possible problem later on down the line?
Any help and comments/crits would be much appreciated, thanks!
When presenting game models, is it best to keep the finger as far apart from each other as possible for rigging?
On to tomorrow!
I usually don't make stylized stuff but is good to always focus on the silhouette and generale design.. try to use a flatcolor in zbrush to see it better!
Looks also like in the concept his legs ar not so big but longer and his torso is bigger than the head
I looked again at the proportions because, without thinking, i was making it for a mini instead of a game character - eejit.
Here's an update and a few more questions:
In a high poly sculpt for games, do you just need a plane for the cloak and material? It's going to be hand painted and as low poly as i can make it.
Is there anything here that stands out as just being plain wrong/not good enough to make a nice looking character?
I won't wake offence, I just want to make the best character i can!
Again, thanks for the help, fellas!
Thanks for the crits! I've lengthened the forearm a little as i want to make him feel tanky but i hadn't seen it so thanks for saying. Also, i thought i was ok with the legs making that bend bu the more i looked at the concept, the more i thought i was wrong so i've adjusted a little to make it, at least i think, slightly possible. I took your suggestion and pulled the waist in a bit but i feel like he's losing the silhouette with the cape behind him. I think he'll get that back when posed though.
I'm calling the high poly sculpt done now and wanted to say thanks for your help! On to retopo and UV'ing...
Day 6 - calling the high poly done.
Here's tonight's progress:
model
Thanks for the suggestion, @Brian "Panda" Choi. I don't mean to sound thick but what do you mean when you say 'off hues'. Is that like hue shifting towards cool/warm or is it like picking a colour scheme sort of thing? As far as the change in art direction, i'm not really sure about that either. Are there some big, key things i got wrong ? it would really help to know that for the next model so any advice about that side of things would be great!
Cheers, fellas!
https://skfb.ly/6GUUs
Thanks for the advice.
@theStoff - cheers! I'm currently doing the BrushForge Character Bust course so i probably won't get back to this. However, thank you so much for the crits! I'm updating my notebook of things to remember when making HP'd stuff!