Gatt (Work in progress)

Personal project I’m working on

Current progress (16-dec-2016)

Head sculpt :



Retopo started:

Attachments


Based on this concept


2D paintover :


head retopo :


Latest WIP :


Nice.

Are those sharp edges on brows creasing or the result of extra loops?

Thanks
I didn’t use any creasing, it’s just the result of extra loops :slight_smile:

Hand modeled. Still 100% quads but I might clean the topology a bit more.






Time taken so far : ~22 hours

2D Paintover, to roughly show how it should look like when finished :


Progress so far:





~26 hours


~30hours



Cool Character! But I am confused… is it a lion with ducklegs crossed over with a human? It´s quite a strance creature, if thats what you´re going for, great! Otherwise I think the head looks great, but the body doesn´t fit it very well. The neck is very strong and muscular, but the rest of the body doesn´t look muscular at all… Anyway, great project, keep it going!

Thakn you! :slight_smile:
it’s actually an otter, that’s why it has membranes between the fingers and it looks like duck feet.
I’m trying a stylized feel, and while this makes it look a bit odd and different from an actual otter, I’m perfectly okay with it.
And yeah, the neck does look a bit muscular , I’ll see if I can find anything that works better :slight_smile:

Fur test #1


My latest progress.
Hand-painted the eye textures, and found a good way to create good looking fur


“finished” version with basic rig



PBR-Ready version with baked fur

Did you bake the fur because this will be rendered realtime? (game asset etc.)

You might want to consider adding a specularity map to reflect the fur characteristic. I honestly don’t know what sort of texture that needs to be, I just know the spec looks wrong now. Having said that I have seen very similar style (spec like above, not compensated for fur) used in children’s shows on TV.

@muhuk real-time wasn’t my main goal, I just wanted to elimitate particle hair as it used all my available RAM, and this reduced memory usage from 4GB to 300MB, so yeah I’m happy with it now.(real-time rendering is a plus, I kept it “compatible” as an additional goal :slight_smile: )
I totally agree with the spec, it looks wrong, but I left that the way it is because I kind of liked the plastic anisotropic effect, it almost reminds me of 3D prints lol. I can easily bake a “correct” specularity map when I have time, but I’ll leave it like that for now

I like the modeling topology! the sculpting stands out as the best for me. The body proportions, lighting and fur I believe need some more research and work.

Thank you, I’ll try to work more on it :slight_smile: