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created [wip] goblin character process
on 02-11-2012 02:31 AM
Latest:
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Original Post:
My new portfolio piece wip thread: goblin
I'm going to try and make him as unique and interesting as possible, but with so many different interpretations on the Tolkien trope, I might be attempting the impossible. Anyways, here's sketches so that I stop typing.
Thoughts on the coolest looking ones? My plan is to work on a simple goblin model, do some basic armor, and one weapon.
Last edited by eazy; 06-12-2012 at 11:56 PM..
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, spline,
177 Posts,
Join Date Nov 2010,
Location Calgary, Alberta
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should have numbered them for us. Going by left to right, top to bottom ordering (and ignoring the thing in the upper right) I like 2 and 4 best. Very ratlike.
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, triangle,
409 Posts,
Join Date Jul 2010,
Location Texas
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3th and 7th the proportions are off.
5th is the most classical thus most boring.
I like the the 1st and 2nd where the 2nd has the most "realistic style". The 4th is also cool - 'goblin with shark teeth' and with the 6th you have 'goblin with metal jaw or part metal/flesh jaw'.
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, vertex,
26 Posts,
Join Date Feb 2011,
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thanks for the feedback, guys! and sorry about leaving out the numbers. it looks like #2 is in the lead, which i am thrilled about. I'm working on getting a full body sketch going, and will post updates soon!
the thing in the top right is a rough idea for what his helmet will look like, with spaces for his giant nose and ears to come out.
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, spline,
177 Posts,
Join Date Nov 2010,
Location Calgary, Alberta
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I'm pretty sure I've decided on the bottom left guy for how the 4-head-tall proportions are feeling. 3 heads just felt a little too cute, and anything past 4 felt a little too human-like.
and now that I've gotten proportions out of the way, time to get some clothing on this nekkid goblin!
Last edited by eazy; 02-11-2012 at 06:03 PM..
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, spline,
177 Posts,
Join Date Nov 2010,
Location Calgary, Alberta
, spline,
177 Posts,
Join Date Nov 2010,
Location Calgary, Alberta
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Looking pretty cool man! I like where you're going with the concept. Personally I think the warpaint is cool, though I'd be careful with where it goes because if you're doing red it might end up looking like blood. (Unless of course that's what you want to go for.)
Also I'm not a huge fan of the helmet, but mostly because I think the goblin's head looks cool and it seems like a shame to cover it. I think he loses a lot of his character when you cover up his nose/brow area.
Maybe add some leather wraps to the feet like you have on the hands?
Just some thoughts. Keep up the good work!
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, spline,
241 Posts,
Join Date Feb 2010,
Location Grand Rapids, Michigan
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Slick stuff man! I agree with the helmet. The face is really where you have the most character. And I really love the first head you did on the first post.
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, polygon,
662 Posts,
Join Date May 2009,
Location Coral Springs, Florida
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I'm inclined to agree. Ditch the helmet and go dirt-ugly and mean in his face.
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, spline,
138 Posts,
Join Date May 2010,
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Thanks for the input, guys! I really appreciate it, and I guess I'll put off doing the helmet, and maybe later I'll add it in for fun. Here's a small update with my zsphere sketch. I'm still pretty noob at zbrush, so I'm just taking it one step at a time.

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, spline,
177 Posts,
Join Date Nov 2010,
Location Calgary, Alberta
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Love the concept. I think the warpaint definitely adds a lot to it. Otherwise it's all just muted greens/browns.
As for the zpheres, the head and arms are looking way too big and the thighs could be beefed up a bit compared to the concept.
Looking forward to progress on this!
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, card carrying polycounter,
2,344 Posts,
Join Date Aug 2008,
Location Chico, California
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micro-update! Thanks Zipfinator for the feedback. I definitely appreciated the extra set of eyes >_<!
Now on to the heavy duty sculpting!
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, spline,
177 Posts,
Join Date Nov 2010,
Location Calgary, Alberta
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Latest update! aaaand right now I'm kinda lost as to what I should tackle next. I feel the topology is completely jacked up, so I want to do a retopo asap, but i'm wondering if I should do the armor and stuff first, and then retopo everything at the same time... speaking of which, I'm not very sure how to start sculpting the armor on top of my mesh. Help?

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, spline,
177 Posts,
Join Date Nov 2010,
Location Calgary, Alberta
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Nice stuff. You should consider haveing a different pose for the arms though, you're gonna have problems with the shoulders as well as the deltoids later on. Rotate them up a bit, about 45 degrees.
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, polycounter,
1,127 Posts,
Join Date Apr 2010,
Location Sweden
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I'm back! Even though I haven't made too much progress since I put this guy on hold, I felt like I needed to put something up to keep this thread alive. And thanks for the advice, Saman. Every little bit of help makes a big difference.

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, spline,
177 Posts,
Join Date Nov 2010,
Location Calgary, Alberta
, spline,
177 Posts,
Join Date Nov 2010,
Location Calgary, Alberta
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Why are the horns coming out of his nostrils? :P
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, null,
19 Posts,
Join Date Oct 2010,
Location Alabama
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just a nose piercing, Jimmg. >_<
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, spline,
177 Posts,
Join Date Nov 2010,
Location Calgary, Alberta
, spline,
177 Posts,
Join Date Nov 2010,
Location Calgary, Alberta
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How did you go about doing the armour over the base model? Im starting a character soon and im going to be doing the same.
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, polygon,
508 Posts,
Join Date Feb 2012,
Location Australia
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Looking closely at the wireframe it seems you merged the geometry of the armour with the body. if that is true can you tell me if there were any baking issues? i havent tried doing this yet but im starting a character sculpt within a week or two and i will most likely have to do this at some point during the retop process so any insight would be great 
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, triangle,
336 Posts,
Join Date Feb 2012,
Location Melbourne
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sup guys! Darkleopard njc6425, so before I started my retopo in Zbrush, I merged all my different subtools into one skin and ran a standard Decimation Master pass over the whole thing. I saved out that obj for the high-poly, then made the low-poly on top of the whole thing.
The armor itself came out pretty clean, but the worst parts are probably the fingers, toes and armor spikes specifically. I did have to wrangle the settings in xNormal a bit to get the bakes looking as good as they do now. I found that the quickest way to find the best settings is to run several different test bakes at lower resolution and no anti-aliasing and putting the normal map onto the model to make sure you're not getting weird artifacts or that kind of thing.
Thanks again for looking! Peace!
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, spline,
177 Posts,
Join Date Nov 2010,
Location Calgary, Alberta
, spline,
177 Posts,
Join Date Nov 2010,
Location Calgary, Alberta
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So you rig and animate too? fuck me...
haha Talented people around here!
Best regards,
King Mango
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, spline,
184 Posts,
Join Date Aug 2008,
Location Los Angeles
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my latest:
I'm planning on a few more cycles for this guy before I move on to something else. At least a cycle for attack, walk, run, block, and death, I'm thinking...
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, spline,
177 Posts,
Join Date Nov 2010,
Location Calgary, Alberta
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