Here are some thumbs. I'm aiming for some sort of old grizzled warrior-monk guy with lots of heavy leather armor, buckles, etc. Thinking about assymetrical arms, one with a big oven-mit glove to carry the glowing hot artifact.
Liking this guys proportions/shapes. I was gonna say about the earlier sketches that some of the guys were looking gears of war-ish, but you've ended up with something different in the end. There's not a lot of crap sticking off of him, yet he still has a pretty distinct silhouette. All the details are real nice too and should come out great when translated to 3D. The head is cool and the artifact is awesome. The only thing I would crit, and it's not even a crit, more like a warning, is to make sure to have some color variation on his limbs otherwise it'll be kinda boring. I'm sure your keeping that kind of stuff in mind though. This is already one of my fav concepts on Polycount.
I like his look, but he does have a bit of that standard space marine shape, especially around the head area. How about pulling his 'collar' area back a bit to the straps and chest/mask
Hey, Alex, looking cool so far! My favorite part are the wrought-iron torches on the shoulders: They really add to the silhouette and the spiky shape is very classic/gothic, and very unique. More touches in other areas with some similar shapes might be nice to see too. Maybe some spikes sticking out of the gloves or boots?
I also agree with NuclearWarrior's comments about color variation - what if you brought some of the green from the belly-plate into a few other spots in small doses, like the gantlets or the shoulder-blade area?
Anyhow, great work, looking forward to seeing more. Thanks for teeling me about this!
Thanks for the crits so far - keep 'em coming. Here's another stab at this thing. Same guy, little buffer - I'm trying to think more about the post-apoc. mad max gear.
Okay, I'm gonna get this thing finished! Here's another concept and the first pass at sculpting the torso. I'm trying to get up to speed with ZB3, so there's a lot of hack n slash sculpting going on.
any advice appreciated - especially tips on the hi-res sculpting.
get some reference on all the parts you want to sculpt - leather, cloth, metal etc.
that the minute it still reads as a subdivided model with surface noise, you want to push a lot more depth with your high poly model. Don't be afraid to model some of the higher res parts and pull them into your sculpting package to complement what it already there.
Replies
Something more like this:
I also agree with NuclearWarrior's comments about color variation - what if you brought some of the green from the belly-plate into a few other spots in small doses, like the gantlets or the shoulder-blade area?
Anyhow, great work, looking forward to seeing more. Thanks for teeling me about this!
-mike
www.viacaedo.com
any advice appreciated - especially tips on the hi-res sculpting.
that the minute it still reads as a subdivided model with surface noise, you want to push a lot more depth with your high poly model. Don't be afraid to model some of the higher res parts and pull them into your sculpting package to complement what it already there.