Hi everyone I just joined the forums so im sorry if ive posted in the wrong area.
Anyway, here are the silhouettes, silhouette paint overs and my finalized concept image for my current assignment. as required by the assignment i have to concept, model, texture, rig and animate a character. I will try to post as regularly as I can.
ive got more concept work if anyone wants me to post it
any comments, criticism and tips would be welcomed.
Replies
so here are my orthographic.
And heres the model!!!!
just keep in mind ive just started blocking it in
also thank you blackdragno for the suggestion ill play around with the idea
concerning of i got to the design i went with one of large silhouettes and started playing around with ideas. i then tried doing i thiner version and liked it, i wasn't even aware of similarity to the violator character from spawn.
so over the last two days ive been reworking the character, i think ive come up with a much better design and i am really excited about this new design.
tho i cant decided between the two variants below. i like the impish feel of the first one. but im not entirely sure so a little more help would be nice.
thank you
just a quick update.
started blocking in my model again tonight.
the legs and arms are just place holders from the old model.
i might use the arms still not sure yet.
not uploading any images of topology yet because its still early in the project.
rhyme unintentional >.>
How are you gonna texture this? Hand painted or realistic?
body for the most apart is almost done, though i need to double the polycount of the base mesh.
i have not as of yet started modeling the head i will make a start on that tomorrow. ive taken the chest,arms and hands into zbrush to adjust the shoulders and start sculpting for the normal map. this is the first time ive used the GoZ plugin im still a bit of a zbrush noob. :S
as always any constructive criticism is more than welcomed.
so below is a screen of my base mesh and the start of the sculpt in zbrush.
@samfisher84
im making the head a separate mesh right now and will combine it later like i have done with all the parts of the creature. i find it is easier for me to build my models this way. just helps my thought process if that makes sense.
still alot of work to do so its going to be a long night
ive decided that i will retopo the body so i can get more res out of the base mesh, as im well under my tri budget.
so here is the sculpt in zbrush, i will be able to go back to it and add more detail if the need be. as before any comments and critiques are welcomed.
still got a little more work to do tonight will post another update in a few hours.
ok final update for the night. ive started the retopo but im too tired to do it well.
so ive worked the head sculpt more and this is the result right now i just have a cylinder for the neck but once that is done the head will be ready for texturing.
Your first concept also looked like a 90% rip from Cho'gath from League of Legends, glad you changed it.
Keep it up.
but most of today was spent retopologising the body of the character. ive got some screen shots of my progress with the retopo, but there is a lot of work left for me to do. any tips would be wonderful, as im still learning good topology.
so yea it appears the topology on the back of my character has gone to the shit.
im trying to get a little topo for the boils on his back but im worried it wont deform correctly. can anyone help with this ??
here is where i am upto now.
i still have work to do on the retopo and all going to plan i shall tackle that problem tomorrow.
i think i may have gone into detail too quick again, but i need the model done for my rigger friend by Saturday.
got my retopo done. and just about finished the sculpt of the head.
i can start texturing next week.
been using lcshader tools script for maya to get great look real time rendering in view port.
so i took these screen shots at college today and since then ive don't a lot of work but my shaders are broken and don't know why so i will update again tomorrow from college.
also for reasons i am unaware of and this is probly a really noob thing. i couldnt get LCshaders working on my home computer so i figure its because i have an ati graphics chip.
so im now using the HLSL shader tool. also from the blog of Leonardo Covarrubias.
any way this is where i am upto in texturing.
still got a few colour matching issues and the like but that will all be worked out in time.
jus a quick update. started building a simple rig for my character nothing fancy. ive got alot of sdks on the feet still working on the ones for the hands. theres and IK/FK switch on the arms, isolated head and all that jazz. i still need to get an eye controller and thinking about dynamics of the flesh bits of his face but im still alittle unsure about that.
still got a fair way to go on the textures but am not working on them right now as i am behind schedule for this project.
ill try to get a few inengine renders up this weekend.
also ive gotten my animations out, but still have to get the blending done tomorrow using the gamebryo animation tool and maybe udk animtree.
got a beauty shot out of marmoset and adjusted that awful fire texture in photoshop
i feel like there is still alot i can do with this character. i plan to get him not only rendering lovely in UDK but also playable. nothing fancy just running around one of the test levels.
thank you orange knight for suggesting udk for render. the only reason i didnt use it for the assignment is i barely know the tools and would prefer taking my time learning them.
anyway this has now turned from assignment to side project and i am excited
so to start off i have some sweet fire i made this morning, following some youtube tutorials. i plan to replace my shitty placeholder fire texture with particles.
Also have been taught how to set up SSS shading. my shading network is down below as well.
It was implied, but just incase ill say it any way, im a udk noob and would very much appriciate and help anyone gives me.
got started on the animation tree in UDK.
I think it is cool you are getting serious about bringing your creation into the game, but I think some extra time needs to go into the sculpt. The concept is solid, and you obviosly know your way around the game engine, so spend the most time trying to pack some detail in there.