Hello~ it's been a while since I've posted anything due to school but I'm free now and have all the time to regularly update.
So this is my character that I'll be modeling for the Cubebrush's Art of War 4 Contest. I hope to get lots of feed back.
So a little bit about this fellow is that he's a flaming lizard. He has patches where flames would just hang around and burn such as the top of his head, down his tail, on his shins and forearms. I didn't want to make his face a typical monster instead I opted for a more friendlier face. For the overall shape I went for circles and and triangles. His body will be have softer and more rounder shape to give off a more friendly feel and the triangles will be where armor, flames, and claws are.
The armor bits are made of lava rocks and has an emblem from the fire faction on his gauntlets.
The armor shape might change once it's in 3D and I'm open for suggestions. Instead of spartan themed armor, I thought about just making him into somewhat of a sumo wrestler and without armor but lava rocks scattered in patches of his skin making a natural armor instead. I'll have another concept version up soon.
Here's the mood board for this fellow.
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I modified his body proportions a bit and changed the horns. Right now it's very symmetrical but I am exploring how asymmetrical I want him to be such as one broken horn, a bigger arm to indicated a dominant side, scars, etc.
Blue or green would complement the red well, but not necessarily work given that you're going for a 'fiery' character. Looking great so far!
Alrighty here's the final product. I have cut the project short since I won't have access to a computer for 5 weeks starting today but here he is~. He was quite a learning experience for me!
https://www.artstation.com/chinguyen
https://sketchfab.com/3d-models/scorched-lizard-e487c31a8aae40cd81ee156f858c6c81
I remember realizing that softly easing in hints soft hints of that helped to give the texture more body and depth instead of the cleaner "mobile handpainted" that can come from the art direction. Like if you look at some metals they have in WoW, there's "non-silver" hues here or there to help add depth to the material. Also implies the indirect lighting.
You have the local colors and emissive play down, but it could stand to now use this post-processing subtlety.