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WIP Troll game-ready

Hi friends! Today I`m gonna start sharing with you step-by step making of troll character. It is not too complicated, but I want to make it as best as I can and learn smth new. Hope you enjoy!
Day 1 - blocking and big, and mid forms

Replies

  • Gibbon_king
    Day 2 and day 3 - I made some improvements on face and added details - scars and wrinkles. Back details.Also you may notice his new clothes :)
  • Infernal
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    Infernal polycounter lvl 8
    Hey :)
    i think its already a good start but i would take a good look at acutall anatomie and how muscles connect to bones.
    here is a something i found on artstation 
    https://www.artstation.com/artwork/xJD8kE
    https://www.artstation.com/artwork/e0oy1J
    if you can manage to make the muscles really convincing it will improve the look quit a lot!
  • Gibbon_king
    Infernal said:
    Hey :)
    i think its already a good start but i would take a good look at acutall anatomie and how muscles connect to bones.
    here is a something i found on artstation 
    https://www.artstation.com/artwork/xJD8kE
    https://www.artstation.com/artwork/e0oy1J
    if you can manage to make the muscles really convincing it will improve the look quit a lot!
    Good material, thank you! I know it has lots imperfections with anatomy, but in this model I decided to go further and practice with retopology and texturing. 
  • Gibbon_king
    Spent my day on retopo, man I thought it will take forever! But I`m happy I`m done with head. Yes , only head lol. Trolls ears was such a challenge, and my mistake  - I made head asymmetrical so it took extra time without simply mirroring. Ok we learn, going further.

  • Infernal
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    Infernal polycounter lvl 8
    Hey :)
    I would really suggest slowing down a bit and spending more time on the HP stage.. Since everything you will see in the final model will be defined in the HP it is really really important that it looks as good as possible.
    Try to make the anatomy as good as possible with some reference.. Really think about where does a muscle start, where is the high point of the muscle and where does it end.. They are always start and end on bones.
    And maybe go back a couple of sub div levels in zbrush... you will see its way easier to do define shapes when you are not that high 
  • Infernal
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    Infernal polycounter lvl 8
    btw i found a super helpfull tutoriol about anatomy
    maybe you will check i out
  • Ashervisalis
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    Ashervisalis veteran polycounter
    I think you should listen to Infernal. The anatomy looks odd in certain places and it feels like you rushed through the earlier stage. I feel like your sculpt is quite wobbly. Regarding the high poly, the slash marks are all really uniform, feel tacked on; they aren't really telling a story.

    I'm enjoying the overall silhouette. I think if you had given him a barrel on his back off to the side, or something to break the balance, as well as putting his ears higher up so they were above his shoulders, and adding to the silhouette, it would have drastically helped the entire piece.
  • Gibbon_king
    Infernal said:
    Hey :)
    I would really suggest slowing down a bit and spending more time on the HP stage.. Since everything you will see in the final model will be defined in the HP it is really really important that it looks as good as possible.
    Try to make the anatomy as good as possible with some reference.. Really think about where does a muscle start, where is the high point of the muscle and where does it end.. They are always start and end on bones.
    And maybe go back a couple of sub div levels in zbrush... you will see its way easier to do define shapes when you are not that high 
    Hey man! I totally agree, there is lots of anatomy mistakes. I think the biggest fail is arms. And thank you for video, I`ll check it! What do you think was not bad in the model, what I can leave as it is? 
    I think you should listen to Infernal. The anatomy looks odd in certain places and it feels like you rushed through the earlier stage. I feel like your sculpt is quite wobbly. Regarding the high poly, the slash marks are all really uniform, feel tacked on; they aren't really telling a story.

    I'm enjoying the overall silhouette. I think if you had given him a barrel on his back off to the side, or something to break the balance, as well as putting his ears higher up so they were above his shoulders, and adding to the silhouette, it would have drastically helped the entire piece.
    Thank you analyzing my stuff, man! I`ll use all your mentions in the next model, I just want practice with all pipeline on this. I never try to retopology characters and thats what i`m going to do next. Thank you for feedback, I`m glad there was at least smth good with my model.
  • Infernal
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    Infernal polycounter lvl 8
    hey, so what i would do is go over everything again. 
    i saw that there are some anatomy models on artstation marketplace, maybe you can get something like this, so you can compare it easier to your model.
    As I said befor.. check every muscle (begin and end). 
    in this video they are explaining on how to sculpt muscles and volumes in a good way.

  • Crazy_pixel
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    Crazy_pixel interpolator
    @Gibbon_king
    You mentioned that you never retopo a character, so my question is are you then just try to get comfy with the tools or do you want to learn retopology rules for  a propper retopo of game and animation ready characters? 

    Then I can also suggest the polycount wiki :)
  • Infernal
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    Infernal polycounter lvl 8
    Hey ^^ its me again :D i foudn somethign on artstation.
    https://www.artstation.com/artwork/0nLnE4
    you can download the model for free as well, maybe this will help you with anatomy =)!
  • Gibbon_king
    Day 8. Focused on retopology, discovered about main loops at the bending points. Also practiced on face retopo. Watched good material from Flipped Normals, really like their approach to explain things
    Crazy_pixel said:
    @Gibbon_king
    You mentioned that you never retopo a character, so my question is are you then just try to get comfy with the tools or do you want to learn retopology rules for  a propper retopo of game and animation ready characters? 

    Then I can also suggest the polycount wiki :)
    Yes man, I moving through the full pipeline making game-ready textured character as fast as I can.Infernal said:
    Hey ^^ its me again :D i foudn somethign on artstation.
    https://www.artstation.com/artwork/0nLnE4
    you can download the model for free as well, maybe this will help you with anatomy =)!
    Hey buddy! Thats really helpful, thank you! It can be a good reference!
  • Gibbon_king
    Bake done 99%, find some artifacts when opened model in substance. Gonna fix them, and then do some texturing. Here some quick test shots from Iray render

  • Gibbon_king
    Texturing done, made 2 iterations of coloring. At first I was like 


    But then

     I skipped bloody version, because I want to make my troll  more cartoonish. So now I move to the next part - rigging, pose, adding some props and final presentation. Stay tuned!
  • Gibbon_king
    And finally I`m there! Lot of mistakes, lot of solutions. Last week I spent on adding props and make a scene from it. Here some final shots and link on artstation
    Thank you Ashervisalis Infernal Crazy_pixel my friends for your support and good advises! 

    https://www.artstation.com/artwork/Vg98NN
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