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Orc Warrior Head

Hi polycount, I'm a new member here, but you can expect to see me around.

This is a head sculpt i'm working on, thought I'd get some feedback on it before I export the high poly & create the spec map

front34.jpg
[FONT=Arial, Helvetica, sans-serif]side.jpg[/FONT]
[the darker green skin color above is using the gw_hulk material in zbrush, i like the way it looks, but it feels too saturated for a war torn orc)

front.jpg
rear34.jpg

the texture
finalfacetexture.jpg


I welcome all thoughts & feedback, please :)

Replies

  • onionhead_o
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    onionhead_o polycounter lvl 16
    u should make a spec map for this. or if u have one tweak it more. especially on the metal ring.
  • AnimeAngel
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    pretty decent model. Like the earrings alot but I think his ears are to high on his head and his mouth very noticeably does not open. Think you should split that edge to give it a bit more space between lips.
  • ThatDon
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    ThatDon polycounter lvl 11
    where did he find the micro human skulls? :P

    Cool stuff
  • HntrLuc
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    HntrLuc polycounter lvl 18
    trolls HATE smurfs

    cool stuff man, id go back and tighten up the lower levels some more, its still a bit blobby in the shapes.
  • renderhjs
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    renderhjs sublime tool
    a fellow student had the urge to 'tweak' your orc
    chromaticabarationorc.jpg

    I agree to a extend to what he said, in short what lacks at the moment are:
    - anatomy
    - colors
    - presentation
    - to big eyes
    - to agressive bump mapping
    - looks to friendly (shreck alike, mainly because of his to big eyes and mouth) orc2fun.jpg
    - uncomplete head,- the neck is almost not existent (try to extend it)
  • randin
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    for the micro skulls, i figure he visited his local head shrinking witch doctor ;D

    curremtly working on:
    texturing the metal nose ring
    deepened lip crease
    eye shrinkage
    spec map

    as for my presentation, these are just WIP pictures straight from zbrush, there is no presentation at this point, sorry to disappoint.

    the high end bump detail should be less noticable, once the normals are all produced and applied to a low poly version.

    i shrunk down some of the proportions in a photoshop picture, and i agree, the eyes are way too big. i'll get back to work =P
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