Hello, I am a pirate. Qu, qu,
It's been a while since I did anything cg, trying to rectify that, so here is what I'm working on now:
Just in the early blocking phase, I think the next step is a quick and dirty uv layout so I can try some colors on him. I also need to refine the skull more, the forms are a little mushy in places.
I would love to hear some criticism, so that I can make adjustments before I start adding more detail. I'm not completely married to his proportions or anything yet. So, if you have anything to contribute, thanks in advance!
Replies
Also, now with wireframe turned on.
Did a quick uv layout and color treatment. I'm still pretty newb when it comes to color design, so crits would be greatly appreciated.
Just about ready to detail this guy,
Are you planning on zbrushing him, or is it going to be a diffuse-only character?
I realize these are just placeholder colors right now, but you might want to brighten up the jacket slightly so details are easier to read. On the upside, the dark colors are making the silhouette very easy to see. The proportions are already looking great, but maybe try playing with the length and fatness of the arms, something about their shortness is bothering me.... but that could just be me.
The top of the coat (I don't know the world in english sorry), the scarf thingy, and the coat itself are really dark, we can't really separate them, you could add some more contrast between those. And maybe you chose a bright color for the socks (Re-use the orange on the fez for example)
Sorry for my english
I might Zbrush parts of him, the skull for instance, but I think I'd rather keep him as simple and low-poly as possible.
I'm still working on the color design, so yeah the coat will need some work. I'm trying to use a triad color scheme, and then within each of the three main colors and analogic sub-scheme.
I'll experiment with the arms, they are a bit stubby now that I've extended the legs, and I might tinker with the legs as well, their looking a chicken-y.
and Strkl also, thanks,
Yeah, I think I'm going to go for a more yellowish shade of green.
The socks are going to be black with orange argyle pattern, to match the fez yes.
The scarf-y thing is a fur collar, ala Edward Gorey, I still need to work on the color combo on the jacket, but I'll be sure to brighten them.
Looking forward to seeing where you take this guy
I'm preparing another update on this character, but I'm not ready to show it yet.
However, I ran into a technical problem while detailing the tassel on his fez hat, and I wanted to share the solution!
I wanted a braided cord for the tassle, so I made a helix-y shape that was about appropriate, and then I extruded it along a curve to create. In order to fake the braided effect, I needed it to twist along the curve, but for some reason the maximum allowed Twist value in the Extrude Face Options dialogue is 180.0000. Not nearly twisty enough for the effect I was going for.
I found, however, that if I go into the list of INPUTS for the object, and select the polyExtrudeFace procedure in the list, I can open it and set Twist to whatever value I like, in this case, about 720.
It works okay, though I would like a little more control over how much Twisting occurs along specific portions of the curve.
Hope this proves useful, and if you have an alternative solution or approach, please do share,