Hey, in my spare time for the past couple days between work I've been bringing the character that a friend of mine made as plot point in a D&D game this past year into 3D. Wanted some critiques on him, since I'm still trying to push practice on modeling basics, especially with the edgeloops on his head.
First of all, the concepts for GouGhram that my friend put together for the large bulky elder turtle:
And what I've got so far with a couple hours of work. Still have to add the obvious; hands and feet, along with his tail. Since he's coming in at <2k polys so far, I'll be able to build up more detail without concern.
Also, while at work today I left this rendering;
[ame]
http://www.youtube.com/watch?v=5PEeXQotg-I[/ame]
Going to try to keep updating here. Using the fact that I'm posting this to motivate me to keep working on him around work. >.>
Replies
I've also got another rendered turnaround of him. (they're easy to leave rendering while at work, and I like seeing the different shader/look in case anything stands out.)
[ame]http://www.youtube.com/watch?v=5JcR1re78PY[/ame]
I guess next up is to start UV mapping him. Probably not going to be able to normal map him, since I have no tablet or sculpting program while not at school. But it'll be good practice for a solid diffuse map.
Looks pretty fly for a turtle guy though
Also: Are you going to make a hi-poly?
I probably won't make a high poly. During the summer while I don't have college resources it's more difficult to do high poly work. Computer can't really handle it, and I'd have to sculpt with a mouse.
Here's a closeup of he head plates though. Any suggestions?
The plan for him is to have a decent low poly model with at least a good diffuse texture. I'm starting on my portfolio, and trying to not only have school projects in it.
Still, it looks awesome
@Gallows: Thanks for the response. I may go back and tweak the shoulder positions later. I tried relaxing them a bit, but the actual location of the shoulders seemed odd then. Down the road, posing him may help. For now I'll probably let it be.
@Ninjai: I'm going to leave it as is until I get a basic texture onto him. Hopefully the change in skin color/texture to the more shell-like color/texture will help it along. Thanks for pointing it out though, I'll be sure to emphasize with the texture.
@3DRyan: How's this for smoothing out the face with more edgeloops? I also added detail to the hand for knuckles, and hopefully better deformation.
Sorry I didn't get the exact angles on the comparison shots... really close though.
And another turnaround:
[ame]http://www.youtube.com/watch?v=IcKyRyBXzjY[/ame]
Right, anyways, so after a month of an hour here or there on him, I've redone the UVs, and gotten the textures done. Two maps, much better than before, and another turnaround of him;
[ame]http://www.youtube.com/watch?v=5U3G4Om8H08[/ame]
Regardless I love him and am actually going to use him as reference for my senior films main character that is also a turtle (texture only, not model unfortunately...my class went with a slightly boring design, boo) :P
I suggest you learn how to use an ol' polycount favorite. The 100% hard edges smudge brush with only opacity on your tablet sensitivity. That plus a varying set of new shapes and understanding how to light them will help greatly in creating better and more "realistic" shapes.
The best tutorial i've seen since the days pcounters like per and dh used to record their paint strokes is this: http://www.itchstudios.com/psg/art_tut.htm
I suggest you go through the whole thing. Whole!
Here is what i came up with in about 30 minutes of mucking around. The biggest difference i tried to achieve was the color variation and the general shapes.
I hope that helps some.
I'll definitely have to go over that link dur23, and go back over the texture work. Thanks a ton for that!
As for posing him, chrisradsby, I know nexto to nothing about posing characters. Would I have to rig him first? Or just make another scene and manually move geometry around?
Looking forward to your next update