A character done for an art test in 3 days from scratch ( based on a conceptart I didn't do this time ^^)
I really enjoyed the sculpt part of the process, going back on anatomy (I hesitated to start from one of my basemeshes, but I would have learned less things). And I think it's a good thing to see how fast I can actually get a character done, it will helps estimate each step's timings better on the next one
Sculpt made on ZBrush
Retopo + UV on 3dsmax
Textures on 3DCoat - Diffuse + SpecularColor/Glossiness (stored alpha channel). 2048px reduced to 512px due to model's polycount
Texturing was based on normalmap/curvature/AO/ID bakes (done with Marmoset 3), then mixed/painted textures with 3DCoat
Viewers and whole project here :
https://www.artstation.com/artwork/gJ9wYPDes Bisous !
Replies
Looks great and you should be proud of this dude!
About the feet it's mostly due to the Vertex normal's setup, as far as I didn't had to give them a normalmap for the art test, but of course I've used one (better for curvature and essential for texturing I think), here is the BadMax with all usual PBR maps (Normal/AO/Metal/Rough/Basecolor) :
But yeah, this torso still had issue and looks too flat =/ (I really have to fix this)
And here is the low (and final) one :
https://polycount.com/discussion/101248/dota-2-art-guide-baking-a-gradient-mask
Just to darken up those legss a bit more. It's your call though
Again, thanks a lot Lucas for your excellent feedbacks ! (I've updated all the stuff on the artstation project if you want to take a look on viewers)