Will be posting updates on the first page, as well as in the thread.
[Original Post]
I was going to tackle a Doctor Who sculpt during summer break, but I found this strange calling to do one of the best heroes ever, Dirk the Daring from Dragon's Lair.
http://dl.dropbox.com/u/4546341/Dirk/191770-dirk_large.gif
I'm attempting to keep a lot of the same stylistic focus as Don Bluth's drawings, but since I'm converting it into 3D, I made a decision to keep it simple, along the lines of TF2's visuals. I've been using the model sheet for reference for the sculpt so far, but I don't exactly feel like posting a 2k sized image unless someone feels it would help.
http://dl.dropbox.com/u/4546341/Dirk/DirkWiP03.pnghttp://dl.dropbox.com/u/4546341/Dirk/DirkWiP04.png
I've still got a ways to go, and I could always use more feedback on my projects. Next steps are: add in the backpack and scabbard, then retoplogize and clean up the sculpt before moving into low poly.
In particular, I could use some information about preserving sculpted detail after retopologizing in zBrush (I don't have a whole lot of experience).
Cheers!
Replies
@ Fink, He has a really extreme waist... think I should sill tone it back, though?
gonna make those flippers smaller?
He weighs in at 8483 tris and is currently sporting his normal map, and an AO+Cavity bake. I've got some cleanup yet on his AO bake, but progress is happening.
Any feedback or suggestions to make him more sexy would be greatly appreciated.
Also posted wires for wire posting sake.
...remove some of the darkness from his texture too especially around his eyes.
Wrapped up the textures, threw a very terribly made CAT rig ( I CAT, I just suck at rigging) and posed, tweaked vertices, built 2 bases, and built a sword. The entire scene weighs in at 9655 tris, with 8123 for character, 942 for the base, and 203 for the sword. Granted, these aren't the most fantabulous tri counts, but I approached the project in mind of making a solid piece first, optimization took a back seat.
Textures:
Dirk- 1k Diff, Spec, Normal, Gloss
Base- 512 Diff, Spec, Normal
Sword- 256 Diff, Spec
I used the realtime Depth of field trick, which unfortunately won't work with the grabviewport script, so the sword is pretty jagged. Final render will just be high-res.