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Character WIP: Karrennen

polycounter lvl 18
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HaloAnimator polycounter lvl 18
Hey everyone, it has been a while since I have posted on this forum and I would like to present a new model that i have been working on for several weeks on my spare time, learning proper character design and learn more about my tools. The wrinkles on the pants I am not too crazy about so I want to fix that and the textures still need to be further tweaked for details.

The story behind this character is, when I was younger, I created a character who was a murderer of powerful warriors, and spent nearly decades killing people...it was until one day he was killed and cast into a dark abyss by attackers who surprised him. Centuries later, he returned to declare his vengeance. Long story short, I was playing Elder Scrolls: Oblivion and became inspired to make him. I figured him to be a boss character for a RPG game... the triangle count is above 23,000 (had no idea it would be this high) since I have just been working on it.

If anything, here are some screenshots for this man, and stay tuned. These captures are from Zbrush. Enjoy. More to come.

Head Capture:

headpolypaintwip.jpg

Clay Render:
armourdetail2.jpg




Polypainting and Zbrush Capture:
renderedtextures.jpg

Replies

  • zakhar2
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    zakhar2 polycounter lvl 6
    Idk if this is just me, but i think that his chest armor looks like a bra.... >.<
  • HaloAnimator
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    HaloAnimator polycounter lvl 18
    Now that you mention it, it kind of feels like it from afar... I am trying to pinch the edge at the chest...i could pull the chest in a little bit :)
  • Vertrucio
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    Vertrucio greentooth
    Looks like you'll need more asymmetry too. Right now it reeks of "digital" because of how symmetric everything about him is, and how ramrod straight his pose is.
  • HaloAnimator
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    HaloAnimator polycounter lvl 18
    I hope to get rid of this once I get to the rigging phase...for the asymmetry issue, I am thinking of adding damage to this guy...like mainly his armour... he needs to look like a dead man :) resurrected

    Those wrinkles are driving me nuts so I need to address that... stay tuned
  • Vertrucio
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    Vertrucio greentooth
    The spikes on his chin look way too, well, bad hollywood make-up spikes that are just glued on with a bit of clay around the base. There's a bit more work done on the cranial spikes to integrate them better, but overall, you should try to integrate those spikes more into the bone structure.

    Also, I just realized that the thick belt he has on looks way too restrictive for anyone that's supposed to be fighting. It looks more like an impractical wrestling championship belt that gets in the way of any sort of abdominal movement. Try to imagine him striking a low crouching stance and you'll see the problem. With how thick and heavy it looks in the design, I can't imagine it flexing the way a warrior like him would need to flex.
  • HaloAnimator
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    HaloAnimator polycounter lvl 18
    Those spikes are a real pain to set up...especially trying to make them look like they are not melding into the model... and the belt is something I am still trying to figure out also...maybe if I shortened it up in the front a little, it would probably be easier to rig... i am glad you pointed that out...

    If I do a test rig right now, it is going to look real bad... I may get around it with clever weighting...but i may end up redesigning it...
  • HaloAnimator
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    HaloAnimator polycounter lvl 18
    Yeah, I will do the smart thing, and redesign the belt...i just imagined myself wearing it and it would have been too heavy to move around in...
  • Allan-p
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    Allan-p polycounter lvl 7
    Some thoughts on the design. You mentioned that the belt area might be too heavy and you had plans to shorten it and redesign it. Perhaps if you changed the "material" to something lighter than the metal you could have some intricate designs and have your character still be able to be agile.

    As for the shoulder pads, the extra plate gave it some asymmetry;however, I think you could really push it for a more interesting silhouette. Especially on how it fits onto the chest piece.

    http://www.landofwhimsy.com/hdcaptures/gladiator16.jpg

    Or you could have the fasteners for the shoulder pad visible to add more interesting elements on the chest piece
    http://msnbcmedia.msn.com/j/msnbc/Components/Photos/040414/040414_spartacus_vmed_12p.widec.jpg

    Good luck! looking good thus far.
  • HaloAnimator
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    HaloAnimator polycounter lvl 18
    Hey man...i appreciate that...and thanks for the pics... i was going for leather but that codpiece may be a rigging nightmare... i am already remaking the piece it will kind of resemble a samurai's waist armour...and make it lighter... the armour on the upper left arm, i was thinking of it as a piece of armour for high ranking soldiers...

    and having the small straps under the pauldrons, sounds like a sweet idea, like buckles. I could also raise the small barbs to make him more intimidating.

    The polygon count is already high...why fight it... :) I will try the new belt :)
  • HaloAnimator
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    HaloAnimator polycounter lvl 18
    Here is a quick paintover of the new belt, i think this would allow for a simpler design...and probably thin leather... the belt i had was nice but in the end it had to go... i think the new belt is lighter...

    paintover.jpg
  • Vertrucio
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    Vertrucio greentooth
    You can fix the chin spikes by altering the underlying chin musculature. Right now, the chin structure and muscle is built like a normal rounded chin, when in really, if there were spikes growing from his chin you would probably see much of his jaw altered to support that.
  • HaloAnimator
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    HaloAnimator polycounter lvl 18
    very true...the model is already retopolgised too... i could easily fix it and add the new details...
  • HaloAnimator
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    HaloAnimator polycounter lvl 18
    Hey everyone, with a quick update on Karrennen...I think this is a much smarter choice for the apron, since it will look a lot lighter and more manageable for his movement. Definitely chose a more gladiator-style design which would not impend his movement and flow freely. And I had to physically model two sides to the apron. Not done with it yet... thinking of having some sort of design stitched onto the flails

    I may even take the pauldrons further and maybe curve them up a little to add visual interest and intimidation.

    the central part of the belt, the medallion is just a placeholder until I sculpt details on it and it has some place on the belt that will look equally impressive. Stay tuned... got more 4 u.

    armourrevis.jpg
  • HaloAnimator
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    HaloAnimator polycounter lvl 18
    Hey everyone, just passing thru with a quick update on this model. (hard to work with a flickering monitor, and thankfully got a NICE one) Started to work on the medallion on Karrennen's new remade apron. I am thinking of add some wear and battle damage to the armour.

    here is a shot of the medallion...i am thinking of adding minute detail to it...like small scales or some effect. design not final :)

    medallion.jpg

    And here is a shot of the newer apron...still need to do more to the armour overall...now thinking of black and gold but i am not sure more to come.

    aprondetail1.jpg
  • HaloAnimator
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    HaloAnimator polycounter lvl 18
    Hey everyone, long time no post...and i am just passing through with some progress on this character... decided to take him into unreal and become enamoured with the detail... I am still working on the textures and add some sort of variation and contrast... if anything, I would love some feedback on this... the render is a static mesh... still figuring out how to get the model with a rig into Unreal

    karrennenarmourunrealte.jpg
  • HaloAnimator
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    HaloAnimator polycounter lvl 18
    Good evening from boston, just passing thru with a quick update... started work on the shield for this character...do not mind the triangle count, these are too meshes combined and the character will carry this with him in battle...i am also thinking of add some blood splatter on this but i'll wait and see how the sword turns out...

    Render from UE3

    shieldwip.jpg
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