Pretty much done with this now, here's how the end result came out -
[ame]
http://www.youtube.com/watch?v=Qd1WnDc8E_c[/ame]
There's still a few days left for small tweaks so if anyone has any crits feel free to throw em up. Thanks to everyone who commented so far, your crits have helped out a ton!
Hey dudes. This is a piece im working on for uni, got about a week or so left to finish it. I figured now would be a good time to get crits on it before moving into zbrush for fine detailing. Proportionally he's pretty wild i know, i was quite inspired by vagrant story's art style at the time of deciding the shoulder width
This is my first real venture into high poly hard surface stuff so hopefully i can pull it off. Looking for crits on anything and everything
pics!
and the concept im working from
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The concept sketch looks like armor while the 3d looks a bit like a robot
Aside from the head, it looks pretty cool and solid to me.
I see what you mean about the head looking somewhat mechanical but i can't lie, i do like that effect. I'll have a play around with making it a bit rounder though see how that looks too. As for the hands and all the bits under the armour, that's what im detailing up in zbrush at the mo. The fingers went pretty thin as a side effect of the smoothing i think but i'll be fattening them up later when giving him his gloves.
Thrasher : The wires are nothing special really but here's a screen. I liberally abused the double smoothing method to save time on this stage. Also you're quite right about the elbow area. I deviated quite a bit from my concept which i i prefer the look of, but when i tried it in 3d it just didn't look right if you know what i mean.
Doing some test bakes with xnormal today and they are turning out a lot better than i expected, should be able to whip through the bake pretty quick when it comes time.
He seems really blank right now and the materials all feel the same. How about adding some bunching folds in the fabrics that are under the armor. It'll help give us the impression that he's wearing layers of protection and gear to sell the illusion when you bake it out. Do you plan on painting extra details on a height map for alterations to the normals?
Quick WIP of zbrush stuffs.
Powering through the bake now, the hours are melting away. Still a few bits left to do and plenty of cleanup to keep me busy for the next day or two.
I love that kind of armor design 100% I always have been a a fan of it.
Good luck with it and keep kicking ass!
I've locked the bake down now, although he's still missing elbowpads. I made some plating for his hands so they don't look left out compared to the rest of him and a quick sword too. I've fallen out with the shape of the elbowpads, so if i can't think of a new one soon they are getting axed. Onto texturing now but i don't have much time left, gotta whip through em hella fast! Here's a very early progress shot, barely scratched the surface
edit - quick closeup of the new hands
As for elbow pads, maybe something similar to the pieces you have protecting the wrists?
Or maybe a layer of chain-mail just in that area?
Keep up the good work.
Here's the first pass at the scene idea i've been making this guy for.
Nothing is finished yet, still texture work to do on everything and proper rigging to do on the knight, but it's getting there. These guys will be sitting on a pedestal i'll be making next week for a reel turnaround. Still undecided about the elbows.
I'm surprised you remembered my oblivion armours skamberin, that was a while ago
Quick update before i run out, streamlined the pose a bit and added the 2nd monster dude. Might make an early pass at the enviro before i finish rigging.
Ha. I thought the same thing after seeing the textured model. I love that game. xD
shepeiro - on that right now. i've decided to go with max instead of crysis after catching some of xoliul's tuts on setting up his shader. i'll post an updated lighting shot when i have one, im crap at lighting though so it'll need some serious crits im sure
serp - yeah you're right. the texel density differences on the enviro bits is something that's been bugging me for a while. in hindsight i should've just put the whole lot onto a 2048 instead of splitting them over 2x1024, that way they'd match eachother better and be closer to the characters density too. i'd love to spend the time to correct it but the deadline for this is real close so i gotta leave it. something to be more mindful of next time i split texturing over 2 files
here's how it looks in 2010 anyway
I took your suggestion Krynn and tried to pop him out a bit more with some boosted frensel and a small pump to the reflection. When this thing is moving the reflections on him make him pop out pretty well next to the bg. I've got a day or two more now to finish comping this together into a reel and do a writeup, as if explaining anything in a report about what i did is gonna be earthshattering. I'll post up the video once it's done, with any luck i'll be able to come up with something good.
The reel is pretty much done now, although there's still a few days to change and tweak things around a bit if anything pops up. Any crits are more than welcome. The only bit i'm worried about to any great degree is the music. I've been told by some that it's too in your face, and by others that it works really well and makes them more excited about what they're looking at, which was my goal. The main thing i don't want to do with it is come across as if i think i'm the hottest shit ever like some pretentious asshole, although from what i hear most companies just mute these things anyway.
Enough jabber, video!
[ame]http://www.youtube.com/watch?v=Qd1WnDc8E_c[/ame]