Latest update appears here now, for your foruming convenience:
Aaaaand, it's up!
Text:
Beauty: (I flubbed some pixels at the top and bottom borders of this one and didn't catch it until it was too late.:poly122:)
Presentation:
Construction:
Textures:
Concept:
The thumbnails from the old first post are here:
http://i44.tinypic.com/kees1h.jpg
Replies
2 doesnt even look like a character, just some kinda junkyard :<
I'll probably put some armor on the bear, but this is the general idea I think I'm going to stick with.
keep it up!
pretty cool idea , an armor on the bear and matching gnome outfit would be nice
I started on the model tonight. I'm doing the head and body as separate pieces. I got as far as the base mesh for the body, but I haven't done any sculpting on it yet. Here's the head so far:
I'm going to get the bear's body and face shaped right and then take it back into Max to retopo it before going too far on the facial details or the claws.
I'm not so sure what a bear's hind legs are all about. Or it's muscle and joint structure in general, actually. They're really furry and kind of fat, so it's hard to find decent reference for what's going on underneath. I'll be putting fur on this bear too, so I'm not that worried about getting the muscles exactly right, but I don't want to have any major mistakes in the overall shape of it, which is what I'm working on right now.
Once this part's all set, I'll work out the shapes of the armor.
shuddup, you know you do too!
No teeth yet.
I don't like it yet.
Went back to the gnome. Here's what I've got and what I still need to do with it. The lighter brown parts are going to be leather, the white and green are metal (except for the upper part of the hat), and the darker brown will be fabric (canvas or denim probably). The arm shield thing on the right hand (picture left) is canoe-shaped and only slightly wider than the wrist.
Also:
The armor is almost done and I'm taking the retopo'd pants back through Zbrush to riddle them with pockets and straps. The low poly part is done for the face because I'm jonesing to texture something, so I got that part ready. I have the normal/ao on a 512, so I'll paint it now and I'll bake it over to the final UV layout when the rest of the model is caught up.
(I'm not serious about the cat eyes)
old and busted screenshot from this morning
That's the low poly with a 2048 normal and AO, using a little over half of the texture space. I combined the maps from the different sections, but I haven't cleaned them up yet, aside from erasing some overlapping parts. I'll have to re-bake part of it anyway because I missed a piece of the hi-res model (on the back of the wrist, circled). The packs on his arm and back were baked at a different size and I scaled it down and moved it. The scaling killed a lot of the contrast, so they look really boxy right now.
It's not obvious in this picture, but I fixed the eyes on the hi-res model so the iris/pupil would show up on the normal map instead of trying to just paint it on flat in the diffuse. I think it's working much better this way.
Anyway, I'll be starting the textures soon.
I made some card faces and some glowy bits though:
It's not awesome yet, which is discouraging because I intended for it to be by now. The diffuse map is looking bad right now, but it's not done, so that's fine. The concept is too boring though. I'm thinking of maybe giving him a jetpack or something. A huge stick maybe. Any more menacing weapon than the cards. I'm going to use the remaining poly budget on the summoned monster(s) and maybe additional gnome equipment (no bear). Not sure what I'm doing with those yet. I'll try to think of something cool.
I think maybe you can push the values in his beard further -- really defining those scruffy beard hairs would make it pop more. I would also give the same kind of love to the spec map in that area so the hairs really separate instead of having one massive spec hit.
I would also maybe go in and push the values in the ears. The face has some nice progression from light to dark, but the ears look like they could be pushed just a little more.
The armor and green detail work is pretty awesome -- my eye goes right there and to the hat (side view w/the straps in particular). Maybe continue that insignia in the wrist guards / shoulder pads?
No need to get discouraged Take it to the limit! (oh god, i think I just shivered saying that) Nice work dude!
Thanks for the comments/suggestions!
@r4p7ur3: I agree about the values. I started pushing them further and it's helping a lot. I'll post screens once I get some of the new stuff textured as well.
@Aldo: Good call on the hard lines. I started working the edges more in the texture and I think it's looking better already.
@AE: Ah, I'd almost forgotten about the earrings and stuff. I added a little more to the pants in the new sculpt above, and I'm working on some rocket boots to go with the jetpack too, so hopefully that will liven up the pants area a little more.
I think I'm going to try to pose him so I can build the weapon to fit a good action pose. This is the Biped skeleton I'm going to attempt to use.
Here's some new stuff:
I fixed the specularity in the eyes and made some minor changes to the rest of the face textures.
And I redid the shoes almost completely.
I'm going to hurry up and make this now:
If I start to run out of time I'll either simplify it as needed or just give him a staff or something instead.
edit: Ohhh... Okay, cool.
I like most the texture/shading of the skin, and the scale/plate armor which just looks amazing.
congrats on finishing your cool entry, and best of luck !