Going to make this character based off of the general idea of a Draconic Naga, i came up the the idea after a long seassion of warhammer totalwar as the Lizardmen.
Basing the caharcters off of these references:
Left for his pose and armor and using the right image mainly for the anatomy and face design.
Following some of the time-lapses of Ryan Ribots Stylized creature sculpting course for some of the body anatomy
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Working on his body anatomy
blocking out some armor pieces
https://www.youtube.com/watch?v=fzI2XyZfROs
This link shows a process on how to use an imm brush, its one way to go about adding the scaling to your design.
What i would do to have more control would be to mask off 1 of the shell / scales seperate subtool it with the extract option and mold it to a somewhat final state, then clone it across the body till i was finished and if i wanted each to look differently i'd retouch them each seperately to give it a more organic feel.
Like how the shoulder pads look as if they are a seperated subtool object, do the same for everything that is not apart of the body or would need to have an appearance of elevated slightly from the body. Having them a seperated subtool allows you more control over how the object looks and is helpful if and or when something doesn't look right.
Best of luck.
if its the sharp falloff after the pecs, ill soften that transition.
After getting critiques from others i believe that i am fusing way to many different designs into one and i'm going to go back and make him closer to 1 single design, instead of an Amalgam of many.
I'll go back to the drawing board ad try to re-design the tail with this in mind.
Spent some time refining the neck and torso area to make it seem more natural
Also refined the lower Jaw a bit
Going to re-work the tail next
Remade the tail with IMM brushes to have more control over each scale, also think this design is cleaner than the previous one
When you mention the side details. are you talking about the chains/piercing or the muscles?
Thanks for the critiques
Made some quick adjustments based on what you suggested
Refined the polypaint, also changed and added some scales
Almost done with retopo
Current model has around 30k triangles
If that is not enough i'll go back and sculpt more details in Zbrush.
Thanks for taking the time to critique my work!!
Baked the texture maps, and started texturing, still need to refine the back of the tail and refine the textures and the render/light set-up
rendered inside of marmoset
Going to make a basic rig to pose him before coming back to the textures
Need to fix some of the weights on the tail, and refine the marmoset render set-up.
Going to do a final texture pass before starting to put the finishing touches on him
Now to refine the textures and make a better pose and a base for him to stand on.
Another test pose, and refined the textures.
Going to make a rock so that he can coil it`s tail around it, and i`ll also probably extend the tail a bit(it`s feeling kind of short currently) and refine the rig some more, since there are some areas in the tail and scales that are deforming weirdly due to a rushed weight painting
The texture looks currently like a "base" because when I compare your references with your model I'm missing colour variations and depth made by shadows and highlights. Also a top down gradient would lead the focus to the upper part of the body where the most interesting parts are.
A nice place for stylized paint jobs can be found on painted miniatures, the "age of sigmar" for example has a dino species .... I bet there are a few nice references to push your work further.
Keep it up!