opening my account... some thumbs for either a clericon or warlord, not sure yet. looking forward to working the concept further and really getting into this competition!
thumbs are lookin good! keep poppin the silhouettes, looks like ur gettin some good results. i actually like the 3rd one on the 2nd row...maybe iterate and exaggerate his weapons and his chest/shoulder piece?
ortho... will be modeling like mad this weekend. thx for the feedback guys, any further crits would be great, I want to get his design as tight as possible going into modeling.
looks tiiiieeeght to me dude. I think the model is gonna look really nice, but the face doesnt have much character to it. Maybe think that section out a bit better..looks kinda like charlie sheen right now.
To be honest, I'm not too sure yet. I like the idea, I like the execution in the ortho, really nicely drawn. And once its modeled it'll probably be an amazingly detailed and technically well executed piece.
But there's nothing in the concept that jumps at me as 'wow, my god, this character is amazing!'.
Right now it's kind of last samurai meets... Generic guy.
Yes, even with the banners and cool fire spear thing. I'd say, try to explore a bit more, do something that will attract attention. Browse the entries and find inspiration.
pestibug - thank you for the excellent feedback. i am not the best at faces/ heads and initial sketch was going for a grizzled middle aged tough looking guy, but i agree he is looking way too generic. tired of modeling, going to do some more concept work for the head...
Alright, not the best executed idea ever here, but maybe it sparks your imagination. With the fiery staff I was thinking fire warlord. So fire and smoke coming from his open head, fire raging in his body, there could've been some more open patches on the body, oh well.
Anyway, just sparkign imagination so you might take it in a bit more interesting direction
wow that is too nice for a base mesh! well are you going to reuse it and retopologise it after the sculpt is done and save lots more work? or do you create a new low poly completely once the sculpt is done?
I tend to make very simple basemeshes and then when everythings done I take my time to try and get nice edge flow like this model shows. is this a good way of doing things?
pestibug, thanks for the paintover man. I really like the corrupted edges of skin and extruding veins, etc. I think he's going to be a dark cleric / necromancer, like a warhammer 40k priest, a healer but still demented and evil. I've done a few more thumbs for the face, tell me what you guys think is the best. also started a quick zbrush wip.
as for my process, I took the base mesh to that level of completion partly b/c i haven't been using zbrush too long and like getting the forms as accurate as possible going in. also, as far as my experience with zbrush has been, clean topology and detail where it needs to be is still nice while sculpting in zbrush. just saves you from dividing a bajillion times. and yeah, when it comes time to make the final game model, collapse a bunch of edges and bingo. as i use zbrush more I will probably start to use more and more simple base meshes because zomg is it fast to sculpt in there.
I'm really digging the direction you're heading in Kaej! Right now it's hard to pick a hair style because I can't tell how old the character is. If he's an old warrior, has he been pulled out of retirement? If he's young how much experience does he have prior to this war? Will he have old scars or battle wounds? I'm probably getting waaay to deep in to this and I apologize for going overboard. For me keeping stuff like that in mind often helps with the decision making.
So if the guy is young E or B, If he's old I like D or H.
that front guard is looking awesome Kaej!!!! I'm actually a big fan of keeping the gear consistent by repeated patterns and such - and what you have going on there is right up my alley. when you start embellishing and polishing - i think it would be cool to see some of those sections fallen off or really damaged - I think that'd add a level of realism. great start!!!
out of maya finally, woot! I'm planning to give him some crazy scraggly hair with alphas on the game model and of course going to severely beat him up in zbrush to give him a nice war-torn, battered look.
Man...that's a lot of greebles. I don't think it's working how clean it is from the waist up, and turns to noise waist down. Very stressful on the eye I do like the blockiness and clear motif, just give it some more clean areas for the eye to rest.
Also his forearms may be too short, his legs look like they'd be extremely frail underneath those bulky boots, and he generally doesn't have the proportions of your concept, which I think looks more massive and regal.
I totally dig the armor, it might help if u smooth out some muscle form in the back area, give more fat that is and I agree...u can beef up the legs more.. Great stuff mate
model looks great! His serratus muscle looks alot better now. Oh, I noticed that his belly button is in the wrong area right now.. it should be lower. Slow down man wait for me too..
Replies
Welcome to the black and green. I think 2nd row first one is the strongest, the extended weapon shaft makes for an interesting design.
maybe some realy cracy helmet?
dave
But there's nothing in the concept that jumps at me as 'wow, my god, this character is amazing!'.
Right now it's kind of last samurai meets... Generic guy.
Yes, even with the banners and cool fire spear thing. I'd say, try to explore a bit more, do something that will attract attention. Browse the entries and find inspiration.
Your basemesh looks very nice btw.
IMO -- !!
Kaej, if you have trouble, I wouldn't mind sketching some ideas for ya, sort off to help you on your way. Just let me know (pm about it)
Anyway, just sparkign imagination so you might take it in a bit more interesting direction
I tend to make very simple basemeshes and then when everythings done I take my time to try and get nice edge flow like this model shows. is this a good way of doing things?
as for my process, I took the base mesh to that level of completion partly b/c i haven't been using zbrush too long and like getting the forms as accurate as possible going in. also, as far as my experience with zbrush has been, clean topology and detail where it needs to be is still nice while sculpting in zbrush. just saves you from dividing a bajillion times. and yeah, when it comes time to make the final game model, collapse a bunch of edges and bingo. as i use zbrush more I will probably start to use more and more simple base meshes because zomg is it fast to sculpt in there.
So if the guy is young E or B, If he's old I like D or H.
Glad you found some interesting parts in the sketch man
Also his forearms may be too short, his legs look like they'd be extremely frail underneath those bulky boots, and he generally doesn't have the proportions of your concept, which I think looks more massive and regal.