hey guys,
here's something I've been working on a few days now. It's a member of the "Inventor's Guild" in a world inspired by the "Thief" Universe (so it's got a steampunkish touch).
Here's the concept drawn by kfmccall (didn't follow it very strictly though)
Highpoly WIP - have to touch up a few areas, especially the front of the trousers, which is still quite rough atm.
I know the folds on the back of the shirt don't look quite right, but I want to mirror most of the character to safe UV space and mirrored horizontal folds looked even more strange...
Would love to get some comments and crits before I carry on with this!
Replies
if you don't intend to do this, i would at least make the gloves as big as the concept, that makes it look much cooler!
keep it up!
You really need to refine your work more in sculpting than a lot of people realize when they start out. Really work the shapes you make til they fit together. This is really important in getting passed the putty stage. It looks like you mostly get it, you still need to spend more time.
Lastly, it's something of a foul to use someone's concept and not really follow it. I'm sure your friend said "oh yeah, do whatever!" but you really should try to stick to it. If you showed me the concept you have there and the model in your folio when you were applying to work at my company, I'd definitely note it. If you are gonna freeform shit, draw it yourself so at least you can say you made all the decisions and did not cherry pick through someone else's for "good ones."
regarding the concept: I had 4 concepts made by two different concept artists of the team and as stoofoo wrote I was like cherry picking parts from different concepts together and it seems it didn't work that well. I liked the first concept posted on top of the thread most, however I was afraid that a long lab coat under the apron would look quite boring from behind, that's why I decided to give him just a shirt. I also wanted him to look less like a chemist, more engineerlike, so I incorporated parts from a concept by the 2nd concept artist
regarding the folds - I totally see your point. I had some real difficulties at the beginning doing folds in mudbox and I guess some parts, like the back of the shirt look quite weak. As I wrote before my main problem there was, that the back is mirrored and therefore I somehow couldn't get any horizontal folds look right. But I'll look into that again!
not sure if the topology is optimal for animation, as I haven't really done any animated character yet:
are u gonna uvmap and normal map each piece of him seperately (body,apron, tools etc)?