I have to say that I liked that Max blockout you did at the start better than the simple room. It had a good separation of spaces in it which led to better composition. IMO, anyway. The single empty room with stuff pushed up against the walls kind of gives it a last-gen game look ...
not sure if I missed it.. but perhaps decompile a tf2 character model and use that as reference? something to help you connect anatomy, because right now you have taffy man. Get rid of the turbosmooth/subdivide and just try to get the blockout looking right before you try to model in specific details.
Here is my start of the asset. I did a quick blockout that way I can get the proportions down. More progress will be shown this weekend. [URL="[URL=http://s1193.photobucket.com/user/xemnaskh1/media/blockout.jpg.html][IMG]http://i1193.photobucket.com/albums/aa348/xemnaskh1/blockout.jpg[/IMG][/URL]"][/url]
I've adapted this workflow more into my hard surface work lately. Were as before my blockout/proxy model was pretty basic, I've gotten into the habit of making it as close to what I expect the low poly to be, plus a little bit. It saves a ton of time when it comes to the true low poly.
Yeah I made a 3D blockout and then I draw the final outline/design on top. For edges I mostly used lasso+pen tool to get sharp edges and painted where I didn't need those :) p.s: if you ever need feedback feel free to hit me up on facebook :)
Small update: Cleaned some lines, unbroke her wrist, shuffled around the cape. Somewhere along the way I lost the flow of the arm, so I'll try to push that again. Next up will probably be adding her face/hair blockout and redrawing the hand hidden behind her leg/cloak.
Marie, yea the backpack is dainty. I kinda wanted something compact so hopefully it still works when I texture and pose. I will be doing renders with and without the backpack too! Mongrelman, she will have her lasso attached to her utility belt. It's shown in my concept and my blockout model.
Hey guys, I usually post on that Diary of progress of mine, but I wanted to create a unique topic for this project to showcase my new prop study. Barrel hammer is a game ready prop study that I had a lot of fun making, the concept is from Ivan Kunakh, an amazing artist from Ukraine. The workflow was pretty standard,…
Got the main blockout done so can start adding in the details. Still sorta iffy on the hair on the side, not sure if i will keep it on the final thing but it does add abit of character. Depending on my time and final tri count i may make his weapon too.
Here's a few screenshot form early blockouts I did for this character and a quick paint over I did to feel the character a bit more ( I suck at drawing). At this point things were super rough and basic but I just wanted to get started with it and define volumes and proportions.