Working on a project for a high poly game character. Somewhere near 8,000 faces.
I've developed a recent liking for the Viking/Nordic style warrior look. I found Stoick from How to Train Your Dragon, as this was the look I was going for. However, I wanted to move away from the Dreamworks look and more towards a slightly more defined and realistic look. More 'hardened warrior' than 'father of the village'.
So anyway, it's just a silhouette and a quick white-over for now, but I hope to post a coloured version and finish my orthographic shots in my spare time over the weekend.
Let me know what you think about the style (even though it's not much to go off yet). Any comments/critiques are welcome.
Replies
I'll try to get a proper concept done this week and post it up with the finished orthographic.
Thanks.
Thanks for the input.
Here's some screen shots from Maya:
@njc6425, I think I understood what you meant. Do you just mean, there's too much of a defined crease between the torso and shoulder? Like I've just stuck a ball on the side of his body (which I definitely didn't do, don't worry!) or something? I'll fix that now and include a post about it. Try to ignore the dodgy zBrush polypaint texture on the head if it ends up in the screenshot.
Is this what you meant? I mean, it looks better to me in any case.
Why did you copy+paste one of my previous replies?
Quote him and see the hidden advertisement links in his post
I am n00b! Hear me derp!
I kinda glossed over the thread before, but I don't really understand your workflow/planning. What steps do you intend to take? If this is the final lowpoly, you need to do some more work.
Firstly, thanks for the feedback. I must say I was hoping for more during this project, being my first public one, but beggers can't be choosers, and it's not like my character stands out among the Polycount forum topics. Anyway, my reply...
This was a rushed effort, so yeah it's basically base mesh for the most part. The torso and arms I box modelled and didn't really do much work on. However, taking your comments on board, I'm currently in ZBrush with the "skin area" (torso, arms, head) on 2nd to 3rd division, trying to copy some muscle references into the mesh. I've got the arms and shoulders looking better, and I'm adding more shape to the chest and back now. (Yes, eventually I'll go into 7th-8th division and get some vains going and paint some textures.) The shoulder strap, I was trying to keep fairly low poly and I think I made it too thick too now that I think about it. I'll have a look at making that better somehow.
I agree with the gloves being blocky at the ends, but when I made them I was trying to think how leather gloves such as that would have been made, you know? I was going more for the flat-tipped fingers, as opposed to perfectly round, so I figured lower polies in that area would work okay. Then again, as you've pointed out, it just makes it look underdone and blocky. I'll touch them up in ZBrush too, and perhaps help out the mesh with (what I hope will be) a kickass normal map.
My workflow hasn't really gone as planned really. I've been heavily restricted for time, which sucks, but my plan was something like this: Concepting, box modelling, Zbrush detailing and exporting of normals (including texture maps), rigging and then touching up. I had to skip to the rigging, but over the next week and a bit I hope to go back and detail the mesh, and create diffuse, normal, spec, and AO maps with ZBrush and xNormal, and then rig it again properly, with controllers and what not. Also, trying to determine what will be both easier/nicer looking as far as bone rigged facial controls or blendshapes. Keeping in mind I want to keep it under 8000 polies.