Hi. Welcome to my digital sketchbook. I hope I go about this right. I specialise in characters and I'm aiming to focus on real-time for my portfolio. I'll be using this to log my progress with a new project I'll be starting. I'm planning on making my first ever mech/robot. Due to the time-frame I have, I'm not planning on anything crazy complex, so I've decided to pick the Death Egg Robot from Sonic 2. :) I plan on making a real-time version of it, so apart from my usual breakdowns and research, I need to find similar projects of anime-styled mechs that have been made real-time.
Any feedback or suggestions throughout this would be super welcome! :)
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I've pushed the jacket further in ZBrush. Refined areas, cleaned up the simulation noise, added additional folds, made areas more readable from a distance, re-did the seams, and added tertiary details etc. Currently in the process of retopologising for the low poly.
But yes, at a later date, I definitely aim to do the same for the other items of clothing. Will hopefully have a solid portfolio piece by the end.
Added some additional elements based on The Hunter from Bloodborne.
And went back to sort out the topology of the previous outfit. Sorted out the t-shirt and pants, merged the pieces together, and transferred the details for a cleaner high poly.
What's your process for refining the way leather bunches/folds differently than cloth? Looking at the concept, I was curious how you're going to define those materials more through shapes.
Also the costume design seems quite a bit different for the green overcoat, the leather undercoat, the pants, the boots. It could be nice to resolve these before digging too deep into detailing.
Well, for the leather, I used Leather Lambskin and setting the Type to Leather. Some areas, like the borders, I froze and then let the simulation do its thing. And when some nice compression folds came out of it, I captured them using pins. Also, any trims/borders/internal lines, I add a bit of fold strength and in some places Elasticity to add some puckering.
How do you mean they're different exactly? I mean the colours are only placeholders. A couple of details I should have added earlier I need to leave for ZBrush now as adding them messes up the simulation. Plus, my system slows down a lot and often crashes. I've also had to take inspiration from different outfits, like a trench coat and a leather gambeson, as well as the Hunter from Bloodborne. The artist supposedly did the concept in Photoshop, but some concept artists I spoke to on Discord think some parts are a bit suspicious or don't make sense. So it's possible a bit of AI could have been used.
I may still add that capelet on the character's right side.
Concept artist should have made a back view for clarity, and breakdowns of the layers!
With the coat, I think that cloth is a capelet...? I will definitely add that; that shouldn't take long. The buckles and straps I'll be adding in ZBrush. With the knees of the pants, that was actually something the concept artists I spoke to found weird. Though I think that was more to do with the folds. How one tucks into the other. I can certainly pull those boots up higher though. Thanks. I may have to tone down some of the bunched folds towards the top.