Mike Wild West challenge entry, and a NPC character for my game as agreed with concept artist. my link: https://www.artstation.com/contests/wild-west/challenges/43/submissions/29758 concept link: https://www.artstation.com/contests/wild-west/challenges/45/submissions/26495?sorting=following
#43 A Fern, own textures. Will be coloured with a shader #44 Textured Rock Cluster A, trying to go for a stylised... flat highlight look #45 Shrub 02 Doesn't really seem right to me.. Still need to get used to laying down planes. #46 Rock Cluster C - Textured
Still plugging in speedpaints whenever I can. All except one were done in photoshop in less than 1.5 hours (average time probably about 45 minutes). Still no tablet, so it's all mousework. :) This one was done with a mouse in Sai. This last one was for the Concept Tag thread.
BOOYA!..Update number1. Quick sketch to get proportions. Obviously more to do on this but I think most of the concepting is going to happen in the modelling stage. Tactical Blade Tonfa blockout and anim. The extra 45 degrees that the little blade does could make the weapon into a climbing hook type thing.
I thought it was eh, ~ so so Thought it was like Forest Gump with a twist -- he ages backwards.... big whoop! My ass fell asleep many times, had to adjust constantly, 2 hours and 45 minutes?! BAH! they could have cut out some stuff imo
Played with Jordan W & Kevin J for a bit. Then animatr, I and a bunch of his friends went until 7:44am and my wife made me coffee in the morning so we could finish all 50 waves of enemies on Horde. Wave 45 kicked our asses bad!
Nice stuff. The legs look a little thick on the 45 deg view. The foot shape looks a little odd (no inner arches and foot profile quite flat). Thigh muscles look a bit weird and the amount of detail trails off from knee to foot and from knee to groin. The leg shape looks a bit off.
Change your FOV perhaps? Your current one is really low, normally people have it set to anywhere between 35 and 45 (views > viewport per-view settings > Per-view preferences > Perspective Field of View). Worst case scenario, export your meshs (without turbosmooth) as an OBJ and re-import them.
@Dobbler I would bevel this outer edge (red) more it's a bit too sharp for baking purposes. Also, it's difficult to tell, but you may need to scale the inner edge (green) in more to avoid a sharp 45 degree angle and allow more baking information to be baked on to your normal map when that time comes. :)
Something else worth noting is your lack of redundant panels and 45' angle shapes. In that regard this is already a superior design than 99% of the 'scifi' designs out there. (Though it does seem you have things moving in the door animation for the sake of movement. Yet, those things could easily be explained in cannon I'm…