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[WIP] D&D Character Project

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Joseph_Bramlett polycounter lvl 2
Hey Poly Count, Ive started work on a new project that ide love to get feedback on as I work on it. Im going for three game ready character models based on a game of D&D my wife and I are playing. My hope here is to work on clothing and materials specifically and a little bit of creature art in there as well. If you have any feedback let me know. 

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  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    This is the bard im working on named Sova. Im trying out a technique on the faces for this project where I try and copy the bony landmarks from an actor but fill in the rest on my own to get something natural looking but non specific. 


  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    This is our Tiefling Warlock Hexblade called Hastur. Im unsure if I want to keep him this bulky so I might slim him down a  bit. 

  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    This is where im at currently. Im doing block outs of their outfits in Marvelous Designer starting with their Coats/jackets. This one here is for Sova and is just the model exported straight out of Marvelous without proper topology or any sculpting on top. I havent done very many complicated pieces of clothing in Marvelous so this is a new challenge for me. If you have any feedback or tips for this process ide love to hear them. 

  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    Update On Hastur's clothing. I have finished outlining his jacket and pants in Marvelous Designer. The idea is to make all the garments separately first and then bring them into a final scene to simulate proper collision. These ZBrush renders are just to get an idea how it will look together. You can also tell in this that the model being used as an avatar isnt set up quite right and thats why im getting that polygonal look. Ill fix this before starting sculpting on the clothing.

  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    Update On Sova's clothing. Her shirt was quite a pain. I originally thought her shirt would take only an hour or two to put together but Figuring out how to create the pleated collar and have it create folds in a similar way to my reference was a task and took me two days to accomplish. But thats part of the goal of this project is to learn Marvelous Designer better.
  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    Todays update was getting some of the smaller clothing items in place. 
  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    Continuing the Block out phase as I start on the armor bits. Most of this is blocking out to make sure the design will be alright. For a personal project like this I have already sketched it out but like to work on the design as I model it. 
  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    So im still working away on this and im taking a break from working on the Male Tiefling for now as Im kind of running into a wall with what I want to do with his armor. With that being said I went back to the Female bard and have been working on a few more of her clothing pieces. I think she only has a a few more bits to add before all of her pieces are ready to be detailed but if you have any opinions on either character let me know. 

  • HarlequinWerewolf
    The Marvelous Designer work on these is awesome! I am completely overwhelmed by MD myself so I need to learn how to start getting detailed work like this! 

    Twp things that are bothering me is that the male character has really short legs which became obvious to me when you added the trousers. And the female seems to have a big head, maybe that's just me, but it looks quite big in the 3/4 view.

    But this is a really cool project and I look forward to seeing how it turns out :D
  • HarlequinWerewolf
    The Marvelous Designer work on these is awesome! I am completely overwhelmed by MD myself so I need to learn how to start getting detailed work like this! 

    Twp things that are bothering me is that the male character has really short legs which became obvious to me when you added the trousers. And the female seems to have a big head, maybe that's just me, but it looks quite big in the 3/4 view.

    But this is a really cool project and I look forward to seeing how it turns out :D
  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    Hey @HarlequinWerewolf! Thanks for the feedback. Im going to look at their anatomy some more because their is a feeling that the male is stumpy feeling but im not sure why that is. I went and measured them out based on their head size and they both come up to about 7 1/2 heads tall each with their key points mostly lining up. Ill post those measurements down below. 
  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    Worked on the armor detailing for Hastur today. I think im sticking with the half on jacket look for him as well.
  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    I had a bit less time to work on this recently but I made a point to clean up the topology on this character and add the horns to the mesh. The horns need actual sculpting on them but Im happy that the topology underneath is good to go now. 
  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    So ive taken a break form sculpting for the last few days and have been focusing on Modeling out some of the key props this includes the characters primary weapons and a few other odds and ends. With the swords we have from left to right the Dragon Slayer Long sword (Based off of the D&D 5e art for it), The Dancing Moon Touched Great sword and then The Hexblades Greatsword. The Hexblades greatsword is in the very early stages of blocking out and still has a bit of work to go before its ready for sculpting. 

    Below that we have a Hand crossbow based off of a design I found online. The final image is a comparison off all four of them. Im sure their will be a few other items for me to make that arent key items like these but I still have the Bards Lute and Mask to model aswell. 

  • Crazy_pixel
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    Crazy_pixel greentooth
    Super interesting project I like the way your anatomy is going, looks very believable. Do you also plans for the poses and presentation?
  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    @Crazy_pixel thanks for the feedback! I will end up rigging them and posing them for final renders in Marmoset. Still a long way to go before I'm there though.
  • Will_Maccabe
    The weapons are really good designs, and well modelled.  Everything is looking good so far. 
    My critique is that I think you should work out a strap to keep that shoulder armour in place. Surely it isn't just held in place by the jacket.
    Keep going!
  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    @Will_Maccabe hey thanks for the feedback. I know I need to create a strap system for the armor but I think I will do that along with the other belts and leather bits after I finish with the key items.
  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    So another update. I finished what I considered the Key items for the characters this included the Bards Barn Owl Mask and her Lute as well. I have been working on the process of Making the Low poly meshes and final decisions on their many many belts and leather bits. Still more to do but Hastur is almost done with his belts now. only needs the straps for his arm armor and then im off to do Sovas Belts and bag

  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    Belts Part 2. Today was fitting and modeling the low poly belts for Sova. Im not quite sure what step I want to tackle next after finishing the belts but i might just go ahead and finish the low poly for everything and then sculpt after thats all done. I do still have teh little create character to start as well.

  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    Hey, SO ive spent the last few days preparing the files for retopo. What this meant was reopening up the Marvelous Designer Files and exporting a 3D and 2D version of each mesh I created in the program. When done properly you can export these with UV's so the retopo part of the project is much easier. So thats what Ive been doing. I decided to start the retopo with the male character because i was curious to see how the Jacket would transfer considering how complicated of a mesh it is but what would you know it worked perfect. Im not sure these is the final low poly for any of this yet as I might go back and add things like button holes or what not but things are moving forward. I have the womans Marvelous Models ready to go aswell so it will just be retopo for the next few days. 

  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    So Im at a pretty good point with retopo on these characters now. Hastur here just needs some proper Uvs and probably a zbrush projection test or two on certain clothing items to make sure that my topo will take the high poly info correctly. You might notice some clipping of meshes here and thats because Im making sure that the low poly models align with their corresponding high poly models so that projection will be easier. After I get these all back into Zbrush for sculpting Things will be moved properly into place and that will make the finalized low poly models. 

  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    This is Sova's topology as of now. She has the same clipping issues that the above comment talks about But I think she is pretty close to being ready for UV's as well. I think im going to finally start on our third character. The little Homunculous named Lev. 

  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    So here is my first sculpt pass at Lev the Homunculous. This will be my first real creature/monster sculpt and Im pretty happy with where its gone so far. There is a reference board for him at the bottom of this post with my design of him next to the official D&D art of a homunculous and a picture of one of our cats. My design is quite a departure from the official art as I wanted him to fit a specific role in our D&D campaign. Basically a little loveable demon similar to the character of Stitch from Lilo and Stitch. You might even see a lot of visual similarities in the design as I realized while designing the character that Stitch and the D&D art werent that far removed from one another. I did use some Imm Monster Parts for things like the ears, wings, feet and hands to help get a jump start on this character. 

  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2

    Topology for Lev should be mostly done. I want to give a few problem spots/dense spots another look over But I think It all came together ok. I'll have tomorrow off from this project so I will take a step back and think what my next step should be. probably Uv unwrapping everything and starting Projection test. 
  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    After a series of other projects im happy to say im back to working on these characters. Im in the Uv unwrapping phase and have posted the layouts for all three characters down below. Let me know if you have suggestions for how to better optimize whats here.

    Hastur UV




    Sova UV




    Lev UV


  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    Just some updates on preparing the model for final sculpts. Im starting to project the detail from the original high poly to low poly and its working out pretty well I think but i am going back to modify some of the low poly for better silhouette. 

  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    Some more projection work today. The jacket for Hastur here was a bit tricky to make sure the Marvelous detail would all come over with limited clean up. Thankfully Lev was really easy. Sova is all thats left and then its on to proper final sculpting and textures. 


  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    Hey Polycount. Im back on this project after being swamped with other projects for the last few weeks. I wanted to try out some skin painting as I know its a challenge for me, especially when working outside of natural skin tones. Im also trying out some tattooing on this guy as well. None of the color maps info here is final as i havent even done the micro normal detail yet for the skin and ill need that for curve maps and what not. However let me know what you think of the general colors adn feel of the skin as of now regardless.

    The bottom image shows three variations on hair for this guy. all slightly different takes on the same style but Ide be interested on what you prefer. Im very early in on the hair and am still in the block out phase of it before doing mid and breakup layers. 

    Once i get his hair done im going back to the female bard and getting her caught up to where this tiefling is. 

  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    Heres some hair card updates for these guys. let me know what you think. Their is some clipping happening in the brunette which is easy enough to fix and for the male the end of his hair gets a little samey so ill mess with that for sure. Ide really like the hair to be the best ive doen so far for in engine use so any feedback will be appreciated. 


  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    Some of the pieces i made for these models seem a bit misguided looking at them now as to when i first started on this project. Certain topological layouts and densities specifically. I also have learned a few techniques since starting on these characters that im interested in trying out here so I wanted to see what I currently have thats use able and what needs to be updated and fixed. I thought getting some basic textures going on the model would help me read the situation better so thats what I did. The leather belts still need a lot of sculpting work before they are any where near ready and some colors im not sold on quite yet. But I want to know what you think. any feedback you have for me at this stage would be great. 


  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    Heres another update. Ive worked on getting his leather further along but still need to spend more time on his other materials and his skin  still as i haven't done the secondary or micro details there yet. Im curious on feedback about colors material distinction and any other feedback you might have. Im currently getting the other character sova to a similar position so i can rest my eyes from this character for a little bit.


  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    Hey so this is an update on Sova. Just blocking out the materials for Sova now. Let me know what you think. 


  • Joseph_Bramlett
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    Joseph_Bramlett polycounter lvl 2
    Heres some texture updates. The updated Textures include the back pack. The arming Belt. The Blouse and the Jacket. The blouse and the jacket are still in Need of a lot more attention But I wanted to get them a bit closer to the right material. As always appreciate C&C

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