Hello. Since we're reaching the halfway point of October, I wanted to start this thread to get some feedback on my current project. After making a bunch of armor sets
over a few months, I wanted to take what I learned and apply it to a 'hero' type of armor asset. As my other armor sets were very harsh and crude-looking, I wanted to create something more refined and feminine. Here is a collection of my main references:
I set myself a limit of 70k triangles and only a few 2K texture sets (Partially inspired by work like this
). Because I anticipate creating very complex assets like hair and a cloak for this set, I've been trying to keep my armor's polycount low while still giving it enough topology to maintain a decent level of detail. Here is my current character sculpt in zBrush, which I baked down to my lowpoly using Substance Painter:
So far, everything except the sabatons and the gauntlets have been sculpted. I wanted to give my character thinner proportions and elongated limbs like the From Software characters I used in my reference, but without going too overboard. I also wanted to leave as few gaps in the armor as possible, but maintain believability.
Here is a test render of my current retopologized mesh in Marmoset Toolbag, using three 1K texture sets:
My current polycount is 38k triangles, which leaves me ~32k for the remaining asset pieces. I have begun blocking out the hair (Which can be seen on my sketchbook
), which I anticipate will take another 10-15k of my polycount budget.
I wanted to start this thread now since I have a decent amount of work done but I still have time to make corrections. Any feedback or critiques are appreciated!