So I thought I would make a thread for my pirate character I have been working on over the past few months - as much for myself, to keep all the images together, as for anything else!
The idea for this guy was to try something more stylised than I have been working with recently, adding a sprinkling of humour and visual story to the character, and adding some saturation and nice materials into the mix.
This guy uses a mix of materials including Xoliul's, 3 Point Shader, a hair shader, and some hacking together of the whole thing. Polycount comes in around 20,000, which, while high, isn't totally out of realistic bounds for certain scenarios, and could obviously be optimised for a specific situation.
So - on with the images...
Posed and a bit of post work with that Photoshoppy goodness.
Body Turnaround
Head Turnaround
ZBrush Body
ZBrush Head
I haven't got the energy to go back and make changes to this guy now, but comments still totally welcome. Hope you guys like it!
Replies
great work
Yar!
[ame]http://www.youtube.com/watch?v=os5TXyJlEMc[/ame]
Only crit is I wish the necklace was modelled or alpha'd and maybe his expression was played with more. Slight squint of the eye and raised nostril/laugh lines to push the snarl more. But its f***ing awesome Sam great job!!!!
Red
@Frankie - Cheers man - nice to hear from you Hope things are going well on your end. You still at the last place we were at?
@Brandoom - Haha, one of my friends is a massive Alestorm fan so maybe there was some subliminal inpiration, leaking into my brainbox from those guys!
@crazyfool - Cheers Yeah the necklace having supporting geometry is the most commented upon aspect, and in retropsect might have been a good choice. By the time I realised it would be a good idea to model them in, I had moved onto the body and didnt have the enthusiasm to carry me through and go back and remodel, bake, texture it again unfortunately... I'll definitely keep it in mind for the next character though.
Somebody on another forum asked for wires so I knocked up some quick and dirty images and thought I'd post them here. There are definitely places for optimisation, with polys easily being cut down for certain situations, and areas such as the hair are deliberately dense as the anisotropic shader really picks up the lowpoly smoothing - but I thought I would post them anyway.
I had to double up on geometry for certain effects to work in the Max viewport, such as the double spec and fresnel on the octopus, transparency and fresnel on the drips, and seperate spec and gloss values on the iris\ lens on the eye - all of which could have been done in shader inside UDK or similar, but which I just used double geometry and two shader setting in Max to achieve.
Body Wires
Head Wires
I also like just screengrabbing out of 3DS Max because I can set some nice AA and ambient occlusion along with some nice realtime shadow effects, then also grab alpha and Z-Depth easily to help the final comp. Having everything previewing quickly and easily in the viewport, in one package, is much better, for me, than setting up the thing in an engine
@Lonewolf - Thanks man
In the end I think it boils down to personal preference regarding presentation, personally I like when modelshave that "real time look", with as few post FX as possible, I can even do without AA most of the time.
The models themselves are amazing by the way, I like your style a lot, this and the biker are just plain awesome.