I just posted up a new concept painting but I figured I'd post something more in the likes of the community here. This is a 3D character I made for the game "Tread." I concepted, modeled, textured, and rigged this character, so he's kind of my "baby"
He's a mix between an executioner, a biker, and an obese S&M.... person. This was my first normal map baking project as well so you may notice some irregularities in the normal map.
However, he goes into the Unreal engine perfectly fine and his normal map displays with no issues.
Here is his concept sheet if you'd like to see the work I did on him in his developmental stages.
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One thing i did notice though, is that the two points of the skull are really sharp, is that deliberate? In the concept they are much more blunt and wide.
The only other thing is the black smudges on his belly and back, after first I thought they were cancerous marks , I figure it's supposed be grit or oil or something. It just needs a bit more of story behind it where did the grit come from? A victim? His spilt coffee? His armpit? (figured the stuff coming from there would be foul to begin with) did it splash on him? from the side? from the top? why is that grit there? Because right now it just looks like a texture overylay or multiply in PS.
Zotter: The oil on his sides are intended to be wipe marks from his fingers. It is pretty difficult to tell a story of a character just from beauty shots of the model alone. If you look at his fingers I'm hoping you'd be able to decipher than they're oily and that he's been working on his bike. The smears on his side are a result of him wiping his fingers off on himself.
t4paN: I will revisit the beard. I'm working on figuring out how well Photoshop CS4's 3D paint works and I've already added a lot of detail to the skulls. The beard was another target area because I too agree it doesn't read as a beard all that well. I also plan on putting an alpha channel on the beard to really sell it.
Thanks, you three
just seems like you cant decide what style to stick with and its mudding together at the moment.
Keep at it.
I agree with the beard remarks. Had I not seen the concept, I would not have known that was a beard.
I think you can push the texture on the rope as well.
I also would've liked to have seen the mesh arm guard and the bandages on his arms from the concept.
Otherwise, very good translation from concept to model! :thumbup:
It probably wouldn't be all that difficult to add in the fish net mesh and bandage wraps on his arms too! When I get the time I'll get back to him and rework him and repost up what I have.
Thanks you two