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Chieftain Model

Hello again PC, I'm getting to a stage where I'm kind of in the need of a bit of critiquing and a kick up the ass to get this barbarian chieftain model done. I'm currently in the middle of doing some sculpting work on the actual body, The armour and helmet are kind of done as i've tested out my normal maps in maya and i'm pretty happy with them.

I'm really looking for any feedback or ideas in general really as I haven't posted this guy up anywhere yet. Also I know the legs need more lovin and some of the armour looks empty because they're using the same UVs as the opposite side (don't really know a way to show this in zbrush without messing up my normal maps). This guy is for a short film me and some guys are working on for uni so it's going to be rendered in maya eventually and use maya hair and fur (including a nice chunky bear pelt on his back).

jEXbv.png

Also, sorry it seems quite low res. If anybody knows how to get higher resolution images from Zapplink, it'd be much appreciated.

Thanks in advance!! :)

Replies

  • slipsius
    What you have is decent. But to me, nothing about him screams chieftain. Nothing that says experience. Some things that could help you convey that message would be

    -great big bushy beard
    -really long hair
    -battle scars
    -more damage on the armour
    -some sort of hand item
    -tattoos


    right now, especially with the helmet, to me he comes across as a gladiator. not a chief.
  • saf3hands
    Thanks for the feedback. Yeah I totally see what you mean, it doesn't really come across in the image but i've got some higher res images of the damage on the armour.

    lx3iY.png

    Also I've yet to go really high levels with the body which will obviously where i add the wear an tear like the wrinkles and scars and the like.

    Here's my model sheet. Hopefully this will give a better idea of what I'm going for. Like I said the actual hair and fur will be done in maya afterwards so I can't really show it from these zbrush shots.

    WS2SU.jpg

    Cheers for the help.
  • dirigible
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    dirigible polycounter lvl 8
    I think the key thing here is that when people think "chieftain" they think "experienced". And nothing says "experienced" better than a bunch of mementos and crap hanging off the character. Basically he should look like everywhere he went he picked up something and took it with him. You can see this going on in the concept with the piecemeal armor, the big fur pelt, the single tattoo, the ornament slung around his waist, and the ripped pieces of cloth also hanging from his waist. Currently, you only have the piecemeal armor. But even the armor, at the stage you're at right now, looks like it could be a matching set.

    I think that right now you need to go in and really push the differences between the armor pieces. Make it super clear that they were scavenged / won from different places. The kneecaps in the concept obviously don't match the rest of the armor. Make that clear in the model too! Exaggerate, if you need to. As for the war and tear on the armor, those details are pretty small / subtle. Unless this is intended to be a cinematic / closeup character, I would push that damage and exaggerate it, as well.

    As for everything else, start adding it in! Also, do yourself a favor and turn off symmetry sculpting for the clothing. Having to do each side by hand will create a lot of interesting asymmetry, which this character needs.
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