Hey guys, here's my dude, I'm really doing this to help me get better at loops and learn uv texturing, so hopefully you guys can give me some pointers when the time comes.
Hey this is looking cool! The stylized proportions seem nice and fluent so far. Personally the most distracting thing right now are the colors. Of course it's early in, but they seem distracting to the piece to me, you should really try playing with those a bit more.
The head is very neat sitting ontop of those massive shoulders. I'm sure others, myself included, would love to see a closeup of that to help visualize it better and see what kinda spin you put on it, as you've given yourself plenty of room to play with it visually. Keep it up and welcome to Polycount!
Alright so I asked my brother what he thinks is most distracting when he looks at the picture and he said the cape, so I blocked out that along with a few other things real quick to get an idea. Tell me what you think, and I'll get to working on it tommarow.
I did a little work on the head also, here is a close up.
The black ball is suppose to be a very dense orb of pure evil, but I want to make it look like its taking over his face, I'll have to work on that in the meantime.
Alright so more mocking up, I think I'm going to push ahead with the modeling, if ya guys think I should do something a bit extra, or take something away, say it now!
Pretty much like I said that black orb is corrupting is form, making those black spikes rip through his skin, they cover a good portion of his back. In turn he uses them as a weapon.
Just a quick sketch of what I think I will do for his left arm.
Working on my edge loops...
Couple questions, is it good to do what I'm doing by making the underlying flesh then build the armor on top? Is this what they do in the game industry? Also how do I get a better wireframe image, If I put a wire frame material on him it just shows the wires with no shaded polygons.
Well i personally prefer to model the flesh, if there's any changes in design you're not forced to rework a missing fleshy area. Plus it's easier to conform the armor to the mesh.
Also screengrabs are fine for wires, if you use max:
-Duplicate mesh
-Add push modifier on duplicate (like 0.01)
-Create and apply a black wireframe material to cloned mesh.
Alright so I've been working on the base mesh, soon to begin the normal map. He ranks in at 5990 tri's. Pushed him to the limits. Once again this is all new to me so the mesh is probably a disaster. So if you guys see some big flaws please point them out. I also changed around the concept, and I think I'm just going to freehand some of him on the normal. Also that big gauntlet thing on 'his' left arm I changed to a normal gauntlet for flexibility and polycount issues.
looks pretty cool! I'm not a fan of how much grey is in your concept though- its just not very interesting to look at big areas of grey. maybe you have something in mind for the material tho?
Replies
The head is very neat sitting ontop of those massive shoulders. I'm sure others, myself included, would love to see a closeup of that to help visualize it better and see what kinda spin you put on it, as you've given yourself plenty of room to play with it visually. Keep it up and welcome to Polycount!
I did a little work on the head also, here is a close up.
The black ball is suppose to be a very dense orb of pure evil, but I want to make it look like its taking over his face, I'll have to work on that in the meantime.
Pretty much like I said that black orb is corrupting is form, making those black spikes rip through his skin, they cover a good portion of his back. In turn he uses them as a weapon.
Just a quick sketch of what I think I will do for his left arm.
I thought he had a beak rather than a ball tho.. lol
Good call on breaking the symmetry
Working on my edge loops...
Couple questions, is it good to do what I'm doing by making the underlying flesh then build the armor on top? Is this what they do in the game industry? Also how do I get a better wireframe image, If I put a wire frame material on him it just shows the wires with no shaded polygons.
Thanks!
Also screengrabs are fine for wires, if you use max:
-Duplicate mesh
-Add push modifier on duplicate (like 0.01)
-Create and apply a black wireframe material to cloned mesh.
Throw in a few lights and render.
New Concept - Very rough mocking up
Front Wire
Back Wire
Head Wire
Thanks Guys!