I have an idea to create something similar to the cave troll seen in LOTR, though I may modify it slightly. I want my low poly to be around 8-10k triangles (slightly next-genish).
here is the workflow I will complete;
BaseMesh
Highpoly
Lowpoly
Unwrap
Texture
I am currently working on the high poly at around 30k polygons.
I started off by modifying my base I use for mud box sculpts.
BMHPL1
HPL2
HPL3
HPL3 - 2
HPL4
HPL4 - 2
HPL5
I think I'm nearing the end of the high-poly, this is my first attempt at a high poly sculpt so I understand it isn't as detailed as sum - I believe I have all the large form as most of the main detail that will bring out my low-poly mesh.
Will probably Loose the scar on his lower shoulder.
Replies
(When I saw the title, I expected one of these bastards.)
http://2.bp.blogspot.com/_fYTcms1YpGA/R7zr3T4ytHI/AAAAAAAAACU/ZyUatNCbhpw/s320/golgothan1.jpg
Eh, thanks :poly118:
I'd appreciate feedback as to the overall detail and if it is a good workflow etc, currently at 2million polys.
- Use reference and ALOT of it, even more so for a well established subject.
- Way too much detail way too soon - the character is very blobby with a stencil map slapped on. Work with large forms first and worry about detail last.
- The skin folds have no real representation of gravity
- The proprotions are out of whack even for a mythical creature (the position of the knees stand out alot)
I don't want to be unduly harsh, but sorry to say, you're not gonna get better without constructive criticism.