Character Art Feedback


#1

Hi all,

I’m currently into my second year of a Game Art course and am looking for some feedback on a piece I produced earlier in the year (about mid year I think it was). I’m looking for some outside perspective to help push the piece further.

Anubis was sculpted in ZBrush, polypainted in ZBrush and retopologised in Maya. I had planned on touching up the textures in Photoshop, but was very pressed for time and I hadn’t got around to updating it just yet.

I might post some more shots later if anyone wants to see topology renders, texture sheets etc… and I have him in some different poses also.

Thanks in advance,

Gabby


#2

Hi medusa-g,

Looks like you have created a solid design, and comes together nicely as a whole. Upon taking a closer look I have a few suggestions.

The overall ratio of the body seems very even, and the general form looks good but falls a little in some areas.

  1. The toes are a little sausage like, I would suggest adding some knuckle detail in so they appear a little less ‘stuck together’. I would also suggest changing the thickness of each ‘toe’ as they are all very similar in size. From a design perspective, the calves look pretty good, but then that realism kind of goes the other way so they are working against each other. Making the above alterations may bring a bit more unity to really help sell the character.

  2. The abb detail is a little square. Maybe bring the bottom set of muscles inwards a bit, so they are a bit more angular. I would also say shrink the top two as well and bring them all downwards. Currently, his abbs extend almost the full width of the upper body.

  3. The cloth shendyt around his waist is a little too symmetrical. Symmetry is a great place to start, but you have to be careful with clothing. Material is man-made, not organically grown, and therefore is seldom symmetrical. There are a lot of great cloth crease brushes available for Zbrush, so that may be a good thing to look into. You could also go down the route of using the high-polly version with a clothing animation modifier in 3DS Max or Maya to simulate the cloth falling and then freeze frame it once it falls into a position you like best. You can then make the low polly off that, bearing in mind topology for animation.

I hope you find this useful! Keep up the good work! I like the pose, by the way.


#3

Thanks Charles,

I’ve been M.I.A. for a bit whilst finishing up my course, but I’m all done now and have my Advanced Diploma of Game Art :slight_smile:

For now I have made some quick adjustments as it was looking a little flat on certain monitors

I think re-working the areas you suggested would be the way to go. I’m currently in the process of updating my folio before I start applying for jobs, so I’ll be sure to post some updates once I get around to it.

Regards,

Gabby