Hey guys
Here's my attempt to recreate Marko Djurdjevic's redesign of Gambit. Still obviously a WIP, but it's started to reach completion so I thought I'd post it up to get some feedback
So far I've almost finished the high poly, and I'm just doing some low poly tests to make sure I will be able to bake the normals.
I would really, really appreciate as much feedback as possible. Particularly in regards to the low poly bake. I've done a lot of speed sculpts before but it's just dawned on me that I have almost no idea how to retopologise a mesh. My plan of attack was to retopo the trousers, shoes, hoody and scarf as one piece, the coat and arms as another and then the head as the last piece. But honestly I have no idea whether this is practical :O
Thanks,
Taylor
Replies
As for the high poly. I don't like the rolls in the coat and pants. They don't appear to actually be rolled up. Can you give a link to the concept art. My quick google searching couldn't find it. Keep it up he looks good!
Ok so more loops round the knees, I'll do something about that today I realise now I probably should have posted the quaded mesh so the loops were easily recognisable
Sure, here's the ref by Marko Djurdjevic:
I agree about the rolled up trousers/coat, on the ref it seems a lot more baggy, rather than rolled
Is your lowpolymesh subdivided by the way? the edges are looking round O_O
Ah you are totally correct about the lowpoly/subdivisions. I'm a bit of a noob in Maya so I reckon I must have accidently pressed 3. I'm much more confidence in Max but can't stand the Nitrous viewport, hence the smoothing in Maya. I'm experimenting with the xoliul shader though and it's looking good so far
Some more high poly work, hoping to have the head finished and baked tonight. As well as more work on the low poly, just to save work later on in the week