Sci-fi Armor Wip

Work In Progress / 27 July 2020

Currently working on some armor and trying out a couple of workflows. For this project I'm looking to go medium to high-ish poly and use decals/substance to get smaller details.


I wanted to test how things worked on the helmet first, since it's a smaller area I can focus on. I'm kind of happy with how the decals managed to bake down. Textures done in Substance painter and render is done in Marmoset


Current WIP of the full body with all parts blocked in. The helmet is farther along than the rest as it's the piece I'm using to figure out the workflow.


The layout of the decals in Blender using DecalMachine, it is very intuitive and really recommend it. It has made iterating and figuring out some of the small details a lot faster.

Report

Cyberpunk Baroque Bust - WIP 02

Work In Progress / 05 August 2019

Latest progress for my Cyberpunk Baroque Bust, high res is pretty much finished and I've been working on the hair and low poly.

For this render it is the all high-res except the hair, there is some polypaint on the face to make it look a little bit nicer than a flat color. The goal is to try and understand what I've shooting for a final render and get a feel of how it's working, this is normally something I save for the very end, however I think it's created a lot of problems for me in the past.


The final high res model, I'm a big fan of using Substance for smaller surface details as I generally find it faster and easier to work with.


Closeup of the baroque details, I'm pretty happy with how they came out, it's about 6 different pieces arranged in various ways and modified to fit whatever shape it needs to be on.


A better view of the low poly hair, the hair strands where generated using HairTG for Substance Designer, it's pretty fast, easy to use and a good way to get your feet wet with Substance Designer if you want to learn it. There are some areas on the facial hair that needs more work, however I'm going to work on the skin texture before I make further adjustments as that could help with breaking it up.

Report

Cyberpunk Baroque Bust - WIP 01

Work In Progress / 18 March 2019

Here is a WIP of my latest project, a Cyberpunk Baroque Bust! I'm using this project to try and work on my weaknesses like presentation/lighting, scifi and likenesses. Maybe even learn a some new software along the way, this gave me a great chance to dabble with Marvelous designer on the sleeves.


One thing I'm trying out early on is getting some lighting and renders set up as it's usually something I save until the very end, and I think my work has definitely suffered because of mediocre presentation. 

One of the design ideas I'm really excited about for this project is modernizing historical elements in clothing, in this case Baroque clothing has a ton of lace and to modernize that it will a clear pleated plastic on my model instead. This creates a really cool effect with the neon lighting


A better view of the modeling in 3DS Max:

If you're curious to know who I'm using for likeness, it's a model named Godrey Gao (reference board)

Here is the sculpt block in for the cybernetics, really tried to follow anatomical function for this and thought a lot about how it would connect to the skin, while still keep it looking cool. The plan is to have fancy baroque designs etched into the gold parts.

 Here is the initial concept I painted

If you want to see some even older progress images check out my Polycount thread

Not sure if people are generally open to giving feedback on Artstation blogs, but if anyone has any I would be more than happy to hear it!

Report