Hi everyone,
I'm currently working on a kobold bandit type character. I'm imagining a creature that lives and sleeps in the wilderness on the outskirts of towns, robbing townspeople and travelers. I also imagine they would work in small packs. Although they can forage for food and essentially survive from nature, they have an obsession for gold and objects that appear shiny which brings them closer to towns.
I want the kobolds to look quite dirty, covered with dirt/grime since they live outside 24/7. In the sketch I added some fur under the leather armor to try and make the kobold look more rugged. Any other suggestions for some items or objects that I could add would be appreciated.
There is still a lot in 3d modeling that I haven't done yet (like retopologizing), but hopefully I will be able to learn that stuff when the time comes with this kobold.
Replies
From what I can tell right now his muzzle looks a bit large, not sure if it's supposed to be like that. The proportions look fine though.
What source material are you using? Maybe a concept of some sort?
Shad0wForce: Thanks for the suggestion, I will experiment with moving the position of the eyes around sometime.
Might even be better to crank the ankles a bit higher and have him balance on the balls of his feet.
http://academic.reed.edu/biology/professors/srenn/pages/teaching/web_2006/jampbipedallizards/index.html
Of course, this is all for him being bipedal. If you were thinking of something more like a knuckle-walker, like a chimp, I'd still say his feet should be longer, based on chimp reference, but I can't think of any examples of a knuckle-walking lizard in real life or fantasy/sci-fi illustration/games that could be good reference. I think I've seen some, but I can't remember what they were called or what I should even begin searching for to point you in that direction.
Also, ALL HAIL KING TORG! (major props to anyone who catches the reference)
I'm actually going to be going with a more mammalian kind of kobold even though most kobolds are depicted as being reptilian.
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now i dont know if he will actually fall with the new feet, iam just saying that thats how I feel
One thing that I don't really like about the model are the seams. I mirrored the UVs for the face as well as a lot of the other elements and now I can see a line running down the characters face. Are seams caused purely by the edges of the UV island in the texture or does it also have to do with how it is rendered?
Any crits are welcome, I would like to learn as much as I can from whatever mistakes I may be making.
This is Ryan from work.
Glad to see you posting stuff here on Polycount. It really is the best resource out there for this kind of thing. Regarding your problem with seams...there is a technique when you bake to avoid this, which should work, depending on your target engine.
When you baked, did you have both halves of your model in the scene, welded together as one game-ready mesh? You need to be certain you do and that the mirrored halves UV's are moved outside the 0-1 UV space or translated as "Move em outta the box where the others are".
There are a million tutorials out there that show stuff like this, but don't be shy if you need a hand. Drop by and feel free to ask questions or have me pull up your model to look at a fix.
When I baked the model I had both halves welded together. I had both halves of the UVs directly on top of each other when I baked however.
I'll experiment some more with moving the UVs over a unit before baking. I remember I tried doing that at one point but I didn't like the result. Most likely I did something wrong though.
Thanks for offering to help dude, I'll definitely stop by sometime if I can't figure something out.
Here is what I have so far. After I figure out how to blend the seams I'm probably going to call this done.