Hello everyone! I'm writing this thread so I can get feedback from the community with my current model.
I had in mind to create a bulky man from the 1940/1950's in the style of Dishonored. I've been researching some references:
-Looking a lot to Arkane ArtStation projects
-Cedric Peyravernay ArtStation concepts
-
THIS image as reference to the clothes he will wear (Circus Painter in ArtStation)
And this is how my model looks currently ( I think I'm done with Dynamesh stage, I'll merge everything and then Zremesh and subdivide)
In general I saw that Dishonored models have little eyes instead of normal proportion and they are slightly more spread than average.
For body anatomy I think Dishonored style goes pretty realistic most of the time, but realized they have bigger hands ( I think I have to make his hands bigger)
Thanks in advance for all the C&C and I'll try to update the thread regularly
Replies
I think lats are too prominent. And lower back area should be softened out. Only the most ripped athletes can you see distinction between lats and lower back erectors.
I'd also consider the guys body fat composition overall. A guy this stocky seems like should have higher fat content. But yours must be completely shredded based on muscles we can clearly identify.
One of the character artist from that game has a really good value mentorship program on discord and patreon. Google Georgian avasilcutei. If you really want to nail the style he's just the guy you'd want to learn from.
Hope this helps! All my critique about design mostly, but I think you've done excellent job technically so far.
Concerning his face, I added a little bit of detail and expresion but not too much, since the heavy part I want to do it at the end and without symmetry. I'm not sure if I should go and make the hair to see the overall look.
Like so:
More face progress!
In case you want to have a look: https://jaumander.itch.io/donde-esta-la-gracia
Added suspenders and started to rework clothes, but I wanted to share his overall look with a quick compo in Photoshop and Zbrush. I think he already looks similar to what I wanted and I'm pretty happy!
Need opinions on folds since I don't really understand how they work and even after copying a refference I don't see them appealing or correct. It's supposed to be a little bit loose tank top. Thanks in advance!
Suggestions :
The labial nasal fold is bumpy here and there, looks unnatural.
In general, there are some bumpy areas here and there that hurts the feel of the face. If your working from a low poly, go down to the lowest division, and remove the bumpyness each step up.
You have some asymmetry going on with the right eye bag, which is good to strive for, but the right eye bag is lower then the left and is making the right cheek look smaller, that sort of bone asymmetry can make a face look odd.
A good place to add asymmetry is the eyebrows, as men rarely groom their brows and they tend to have a good amount of asymmetry.
I've been working on a prop for him before texturing and doing haircards. I would like some feedback on the current lighting for this shot. I will make more renders with white light and more angles to show the revolver, but wanted to have 1 more cinematic/dramatic.
Thanks in advance!
Which one might be better? Idk
Also doing a more "white light-show all" render
I've just finished the revolver project, now I have to continue with the character!
https://www.artstation.com/artwork/qQ6q0a
Some baking artifacts need to be fixed but its a good start
First skin pass, gonna move to clothes now to have a general look!
More texturing process!
More progress on this guy!
Finally got time again to add more details to this piece. Probably I'm going to leave the "base texture" like this. Now I'll have to add handpaint strokes to get the desired look!
I'm not worried about pants since I think they are just lacking a slightly better lighting. But you are right on the tank top. It is looking a little bit flat and you cant notice form the render the little details I put in it. Maybe I have to push the roughness on the tanktop or aim for some kind of contrast
Thanks in advance for feedback!
Scuffs on the leather shoes would be nice to see, as well as some dirt stains on the pants. But really I'm just nitpicking now. Cool work
I added a lil'bit of sweat on arms and body. Also a sweat stain on tank top as you suggested. Tanktop definetely looks much better.
The shadow near his right armpit has been bugging me all day. Does it look strange to you or is it just me?
The only other reason I can think of is possibly lighting; if you have only a single point light it might do something like this but it looks like you have a multi light setup for your render.
you're also clearly not noob enough to bake lowpoly detail into your normal map or have holes in your geometry, so it can't be either of those
Sometimes, when exporting from Zbrush into FBX format, you might get a warped normal map called "FBX normals". It might be that. Checking mesh integrity might be an option too
Artstation link: https://www.artstation.com/artwork/YBReld