Hello,
I am currently working on making a 3d model based on a concept by Ariel Perez.
It going decently well, but I am not really sure how to tackle the directional scratches on the armor pieces.
Could anyone give me some advice on how to approach this? Thank you.
Replies
Keep it up!
https://docs.google.com/document/d/1_KSZgc1E2KBep2OuGpEuPOwibt22GkqbafW6dCv_SZ4/edit?usp=sharing
Thought I would show what I have so far. The helmet is pretty challenging for me, especially the breathing holes. I can't quite get them to look right. My eyeslots seem also too rounded right now, so I'll try and narrow them up. Same goes for the pauldrons, I can see now they are actually quite far away from the concept. Will do a general proportion adjustment today.
Some of the armor pieces are lacking some definition, like the plate around his hips. It looks soft and pillow-y compared to the pieces on his chest and shoulders...almost like it's unfinished. Maybe the edge bevels are too exaggerated and the thickness is too uneven?
Similar thing with his helmet. It's looking a little lumpy and uncontrolled and belies the hard-surface quality of armor. The silhouette is also a little off compared to the concept, which gives it a different personality, imo.
I don't know if I'm completely sold on the materials either.
It has a very high specular look...almost iridescent, mother of pearl quality. And the surface noise also makes it appear chitinous and ocean themed. (But maybe that was what you were going for?)
I browsed through the concept artist's artstation (awesome work!) and noticed that for a large majority of his concepts he eschews material call-outs for a more specific, painterly look...which is beautiful, for sure, but leaves a lot of room for interpretation for the 3d artist.
That's all good feedback, thank you. honestly the armor being pillow-y is probably just a lack of skill on my end. Silhouette too I agree with you, its actually very different. The concept has a really nice flow to the model, mine is a lot more stocky. I'll see what I can do to tweak it in the end.
Materials too, I will keep working on it. Last portfolio pieces I made I got the critique that my materials are too rough and uninteresting, so I think I went too much to the other side. the iridescent feeling too is because I added a lot of colored noise/variation within the metals.
I was going to add more roughness variation (patina/rust/pits etc) and I will tone down the colors. I think getting a more ambient light will make it closer to the concept too.
Thank you everyone for following me throughout the project, and for the valuable feedback you guys gave me.
I wish everyone the best on their projects.
https://www.artstation.com/artwork/LRBeqv