Here's my digital sketch book, will most likely be 3D characters or accessories. I do like Environments..but i have to be really motivated. Keep checking back. Critiques are widely accepted and welcomed.
Your ship looks good as well as the hallway, I would say your character reminds me of a kingdom hearts character crossed with like a blaze blue and naruto guy. I would say try to mess with his hood a bit more cause it looks a little funny and really push for a fun silhouette. Can't wait to see progress man
Your hard surface 3D modeling seems to be going well. I like the corridor the most; it's pretty sweet with the modular assets and the nice lighting.
As far as the character model goes, I think it would be more exciting to have a better silhouette; even though the inner detail of the concept is interesting, it's more compelling if that silhouette is awesome. Aside from that, I was curious if the model of the head is the high poly model or if there were other things in the scene (the poly count seemed to high for the detail.)
As for the hands, the fingers are a little nub-ish. But to make something interesting, I would propose gloves or some armor in addition to bandages. You could take the idea/shape of the armor on the shoulder and repeat it on the arm, which could help make a really sweet design.
Keep it up! Looking forward to seeing more art soon.
Thanks, the corridors lighting took forever to work out.
The model has been redone ..so i think i prefer the new model, yeah as far as the polycount, that accounts for the whole model, the head hits around 3400 (3800 with eyes)
Yeah the original design for the arm had big fingers and a big hand, but i think normal hands look better.
I hadnt considered adding armour on the arm...wanted to keep it free, but might knock up a rough idea , think the armour on the shoulders needs redoing =\..one of those..looks cool 2D...but not 3D
Okay, so heres an update..spent a while doing the hair (really need to learn more)
model has been redone topology wise, aswell as the way it was initially modelled, so for instance in the old model the belt and scarf was just one mesh, whereas now they are done via several meshes overlapping.
Polycount is reduced too, which is a good thing, still only at around 22k, and considering usual counts for games are 30k these days, still have a fair bit to play with.
Sword needs to be redone, if not redesigned, also the masks also need to be modelled ¬_¬
Your 3D is pretty good. However your 2D needs to try to follow human antomy a bit better. If you can improve your 2D concept pieces, you can turn out some better looking 3D Models .
Can we also see more zoomed in Wireframes of the elbows and the head?
Your 3D is pretty good. However your 2D needs to try to follow human antomy a bit better. If you can improve your 2D concept pieces, you can turn out some better looking 3D Models .
Can we also see more zoomed in Wireframes of the elbows and the head?
The final drawing went for a more cartoony approach, way to big sword, bigger hands and feet etc...was playing around with ideas, the model has actual human proportions...just didnt look right
Heres the wireframes for the elbow and face
And heres an update for the model, changed a lot of things this time round ..getting happier with it bit by bit..
And finally..heres a question to all of you reading this, any idea how i would go about doing the normal map for any model, my laptop doesnt seem to like sculpting packages like mudbox or zbrush (they open and then ..crash as soon as i stop sculpting)...and my laptop maxs out polycount wise in max at around 200k-400k
Been doing a quick texture, having problems at the moment, been a longg time since i textured anything, Just block colours at the moment, with an Ambient Occlusion map.
Sheath and sword have a metal and leather texture (hand made) on an overlay layer to give them more detail. Till i figure out a way to make normal maps without using Sculpting packages
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Yeah ive totally redone every aspect of the model, posting up images soon
New arms ..more realistic, might alter and make the hands normal, still have bandages to put on...any ideas?
As far as the character model goes, I think it would be more exciting to have a better silhouette; even though the inner detail of the concept is interesting, it's more compelling if that silhouette is awesome. Aside from that, I was curious if the model of the head is the high poly model or if there were other things in the scene (the poly count seemed to high for the detail.)
As for the hands, the fingers are a little nub-ish. But to make something interesting, I would propose gloves or some armor in addition to bandages. You could take the idea/shape of the armor on the shoulder and repeat it on the arm, which could help make a really sweet design.
Keep it up! Looking forward to seeing more art soon.
The model has been redone ..so i think i prefer the new model, yeah as far as the polycount, that accounts for the whole model, the head hits around 3400 (3800 with eyes)
Yeah the original design for the arm had big fingers and a big hand, but i think normal hands look better.
I hadnt considered adding armour on the arm...wanted to keep it free, but might knock up a rough idea , think the armour on the shoulders needs redoing =\..one of those..looks cool 2D...but not 3D
model has been redone topology wise, aswell as the way it was initially modelled, so for instance in the old model the belt and scarf was just one mesh, whereas now they are done via several meshes overlapping.
Polycount is reduced too, which is a good thing, still only at around 22k, and considering usual counts for games are 30k these days, still have a fair bit to play with.
Sword needs to be redone, if not redesigned, also the masks also need to be modelled ¬_¬
still have a few bits to change, both model and design wise till im happy with it
As always, critiques welcome
Can we also see more zoomed in Wireframes of the elbows and the head?
The final drawing went for a more cartoony approach, way to big sword, bigger hands and feet etc...was playing around with ideas, the model has actual human proportions...just didnt look right
Heres the wireframes for the elbow and face
And heres an update for the model, changed a lot of things this time round ..getting happier with it bit by bit..
And finally..heres a question to all of you reading this, any idea how i would go about doing the normal map for any model, my laptop doesnt seem to like sculpting packages like mudbox or zbrush (they open and then ..crash as soon as i stop sculpting)...and my laptop maxs out polycount wise in max at around 200k-400k
any suggestions?
Quick update, havent done much since unwrapping takes the piss on my laptop
Sheath and sword have a metal and leather texture (hand made) on an overlay layer to give them more detail. Till i figure out a way to make normal maps without using Sculpting packages