Update :
Low Poly 3d-coat auto topology test
starting work on texture phase, high poly poly painting to bake down to low poly diffuse texture.
High Poly :
hi there,
a friend of mine coerced me into helping out a free open source game called red eclipse
http://www.redeclipse.net/
there concept art was not very good so i'm going to try and make the thing from scratch within whatever artistic constraints they throw up along the way. then it will be time to actually model/texture/animate it.
heres the first bit of concept art, some quick head concept brainstorms.
hoping polycount can help me out with getting this to look as nice as possible, thanks!
Replies
Gotta agree with this.
I personally like #6 the most probably because it's so different than the circular-based heads.
i totally agree with the "stay away from halo" comments, ill do my best with that one.
thanks again for the input!
Of both 2-3 however, 3 seems like the most heroic of the 4.
^^^nothing more nothing less
1 looks like some kind of gundam robot.
2 needs a heavier body for that helmet, it feels a little unbalanced in terms of weighting, simply as 2 by the helmet, and hunched shoulders looks like it would be a heavy character.
4 reminds me quire a bit of dead space, the almost segmented back part, and the 4 eyes slits.
my eyes just stopped working at a certain point, any faults are because of that!
Love the white node on the top of the leg. It gives a great look to the figure!
I like second one.
First has sleek look suitable for feminine characters. Third one has too big butt and forth one has heavy legs compared to upper body.
None of them are bad, depends on overall style of game/type of character.
1 and 3 are nice but are a little boring to me. 4 looks like Gears of War legs
thanks for the input its invaluable.
Still heavily wip, i need to mess around with the forms of it a bit to have more variance and contrast to them i think. in the end no one will probably see any of this mostly just testing things, but still its fun to see where you can go with something.
still sortof searching for what looks best, and what concepts i should propogate and which ones i should cut back on.
basically just cloned the head and smooshed and smashed my why to this, will definitely have to retopo this sucker but before i do that im trying to get the most out of what i have first.
and great work I really enjoy your shapes and forms
as for brushes i use a loott of trim dynamic, dam standard, clay , and clay tubes. with various custom settings on each.
One of the reasons I think that this one works better than the last is that you've got a better distribution of large vs. small shapes. It's also got a more unique silhouette. I'd suggest that you try to avoid adding much more to this one. :P
the main thing i noticed is that when you make a really low detail retopo mesh in zbrush it will tend to get a lot of errors during reprojection. also zbrush didnt seem to like that i was trying to capture mesh data from two different meshes in the reprojection.
anyways i read through a lot of posts regarding this, one interesting note is that the retopo reprojection is more error prone then the subtool reprojection(wtf?). played around with zproject also and found a possible bug wherein if you use symmetry both symetry points will project to the same point (not good), also zproject takes a lot of finess to get right. then it occured to me, highly detailed retopo meshes tend to much less errors when reprojecting so why not just use decimation master?
I ended up making a 10k decimated mesh, and then finally used this to reproject. this gave me a much more optimized mesh with much better poly distribution, decimation master's only real problem is it produces only or seemingly mostly triangles instead of quads so at lower detail levels you get some ugly artifacts, at higher detail levels what mattered more to me was accuracy, and decimation master gives that. still havent thought of a good clean way to get reprojection to work with multiple subtools, maybe zb4?
so the head is pretty much done, or is it ? you be the judge! i figure if i try to move on now as opposed to making it perfect i wont detail it any more then it already is.
i think i need to skip two levels to get the torso nice and dense and then just work on really refining each shape in the torso. as it stands i can still see areas that i will have to go over and refine yet again because i was too conservative with how many levels i went up with in the subdivision. its a hard habit to break, usually i want to go up level by level slowly adding detail but with the trim brush it makes way more sense to maybe set the shapes in a lower level and then to just shoot up.
then again slow cooking can be good too?
thoughts?
thoughts ? paintovers? ideas of which parts to change?
to me the butt area looks the most 'metallic' so maybe its more about having less pronounced protrusions ?
i used this reference for the body proportions
very rough blockout of the arms, legs. just took an older model's stuff and threw it in there and killed the higher levels.
the character is supposed to be agile so interpret that as you will.