I just started working on a character project, trying to design my own character, something I'm not used to.
These are some thumbnails, something I've never tried before. It looks a bit like Afro Samurai in my opinion.
I have started with the base mesh, working from realistic anatomy references, and when it's done I'm gonna tweak the mesh to look more toony. The Torso and arms are pretty much done. I have been working from CGcookie.com's Blender tutorial on Topology to get a good edgeflow, and will continue on the mesh from here.
Feel free to comment! Will update when more progress is made.
Pretty cool, i like the basic shapes and the model so far.
Toplogy seems pretty excessive, imo, especially if this is gonna be a base for sculpting. I like that you're knockout out all of the major anatomical formsm but I think you're only slowing yourself down by using that many polygons to define the curves.
Concept has some solid shapes, but I'd like to see way more attention paid to what's actually going on in design. What are those hip guards made out of, where did they come from, and why are they being worn instead of any armor in more likely targets? Whats going on with the forearms/hands? What's going on with the head? I'm picking up sorta anachronistic scifi meets middle eastern alladin style theme with the clothes... That's visually cool and interesting, but I think it needs to be a bit more fleshed out and explained in the design.
@ SupRore: Thanks for commenting! Really valid points, I know I went kind of haywire with the topology, but i'm learning a lot about edge flow, even though it takes a lot longer. I will need to trim away some excess polygons like you said though.
As for the design, I'm aware that it needs a lot of polishing. I've never really tried to design a character before, so I'm having trouble coming up with a nice design that still makes sense and seems real. I will probably go back and rework the design, try some new angles, and a little more detail.
i think its good practice to get familiar with anatomy by defining topology! hav an anatomy book opened up next to you, so you know why the topology flows that way =D , keep it up!
Taking a break from my current project due to new assignment from school.
The assignment involves creating a lowpoly model (max 500 tris) from scratch, including thumbnails, concept, orthographic views, model and texture. The texture should be 128x128, we have one week to do it, and it will be a big challenge. This is what I have so far. Some thumbnails and two sets of orthographic views for modeling. I will probably use the last orthographics.
I had something dwarfish in mind when I made this, although some thumbnails are more animal-like. feel free to comment!
Updates from today! Finished base diffuse, with ambient occlusion baked into the texture using maya, and some transparency through the alpha channel. Texture is unfiltered according to assignment speccs, 128x128. Feel free to tell me what you think!
really awesome design! love it ;D even though its a fish... looks like you've made quite some progress these last couple of months. keep up the good work
Good work on the asteroid trooper! I like the design of the vest but I think I would have liked to see it in a little brighter shade of color. Knee pads too. The way it is now, the character consists of mostly dark shades of color and I think it lessens it's potential appeal.
Helmet and knee pads look awesome, both in design and execution. Love the dirt on the visor. Normal maps on the cloth is phresh too.
If your going for a realistic style, I think you could do something about the shape of the forehead. Seems a bit low and small in profile and the hair could start just a tad bit higher. Looks a little bit towards the caveman style right now. :P
Some gloves would be nice too. It would make sense and would also open up possibilities to make the silhouette even cooler.
Replies
These are some thumbnails, something I've never tried before. It looks a bit like Afro Samurai in my opinion.
I have started with the base mesh, working from realistic anatomy references, and when it's done I'm gonna tweak the mesh to look more toony. The Torso and arms are pretty much done. I have been working from CGcookie.com's Blender tutorial on Topology to get a good edgeflow, and will continue on the mesh from here.
Feel free to comment! Will update when more progress is made.
Toplogy seems pretty excessive, imo, especially if this is gonna be a base for sculpting. I like that you're knockout out all of the major anatomical formsm but I think you're only slowing yourself down by using that many polygons to define the curves.
Concept has some solid shapes, but I'd like to see way more attention paid to what's actually going on in design. What are those hip guards made out of, where did they come from, and why are they being worn instead of any armor in more likely targets? Whats going on with the forearms/hands? What's going on with the head? I'm picking up sorta anachronistic scifi meets middle eastern alladin style theme with the clothes... That's visually cool and interesting, but I think it needs to be a bit more fleshed out and explained in the design.
As for the design, I'm aware that it needs a lot of polishing. I've never really tried to design a character before, so I'm having trouble coming up with a nice design that still makes sense and seems real. I will probably go back and rework the design, try some new angles, and a little more detail.
Thanks again for critique!
That's a good tip! Should do that as I keep going!
The assignment involves creating a lowpoly model (max 500 tris) from scratch, including thumbnails, concept, orthographic views, model and texture. The texture should be 128x128, we have one week to do it, and it will be a big challenge. This is what I have so far. Some thumbnails and two sets of orthographic views for modeling. I will probably use the last orthographics.
I had something dwarfish in mind when I made this, although some thumbnails are more animal-like. feel free to comment!
I would appreciate critique!
Never worked with highpoly to lowpoly before, it was an interesting assignment. Normalmap Created using Maya Baking and Ndo2.
http://www.polycount.com/forum/showthread.php?t=93561
My first day:
a wise pig. 30 min.
Won't touch this one anymore
Helmet and knee pads look awesome, both in design and execution. Love the dirt on the visor. Normal maps on the cloth is phresh too.
If your going for a realistic style, I think you could do something about the shape of the forehead. Seems a bit low and small in profile and the hair could start just a tad bit higher. Looks a little bit towards the caveman style right now. :P
Some gloves would be nice too. It would make sense and would also open up possibilities to make the silhouette even cooler.