A bit of hard surface practice plus a chance to use Zbrush for something not bumpy and lumpy. This character is a high ranking official of some sort, out in the bad areas in a suit fit for hot, cold, bad air, and whatever else may show up.
Very interesting, I must say I do like the design of the suit makes me want to see how the full body would be. Looks like it weighs alot kindof top heavy I guess sort of like she would have little trouble moving in it.
part of me loves the inlay designs, and at the same time i think you could push them further, with maybe some bevels or extra detail by way of material changes, to illustrate why the cuts are there.
Is it rendered in Zbrush as well? Beautiful render. She cannot turn her neck though
Unfortunate, but as a high ranking a official I assume she wouldn't be doing much fast movements. I love the design, you nailed the helmet perfectly. I would also like to know where it's rendered.
Awesome looking helmet. It's cool to see some hard surface work made in zbrush, that area is pretty challenging. Love all the detail you put into this. So where's the life size prototype? I want to try it on lol
Some good comments. I should note that this was really a modeling exercise - I didn't texture the suit (the head only has a quick polypaint), and many of the seams on the armor are actually just black renderable splines drawn on the surface with 3D snap. Also, only the head is zBrush, the rest is max hardsuface.
I rendered in mental ray, just some quick materials, a couple of area lights, an AO pass and a zDepth pass.
As for turning the head - if I had planned to make a full game model there are some ways to get the top dome to rotate inside of the neck piece allowing her some limited rotation. But, seeing as it was really a quick modeling exercise, I didn't go to that length (or really deal with texture or color). There would also be some work in getting the shoulder plates to move properly, but I think it would work.
Also, should the Gods deem me worthy of a banner, here is one (to save you the work):
My main issue with this would be her eyes. They don't convince me. Are those suppose to be human eyes or the her right eye some cyborg eye or something? What's that crazy reflection? Seems like some kind of orange/yellow ring flash/light like a photographer would use. Why isn't a similar reflection apparent in her left eye?
Hey,man! Looking great, but really unpractical. Not much more to say. But that's more of a nitpoick since this won't be getting much practical use as far as I understood. So reat job,m8! Keep 'em coming!
Been a long time seeing anything from you doc--and admittedly I had a long time spent away from this board myself so no surprise
I think the part that I like the most is the little clasp/mic/techy bit on the side of her face under the helmet. Pity that we don't get to see it in the finished piece, but I appreciate the attention to detail. Really nice looking render overall.
Replies
Great work so far.
part of me loves the inlay designs, and at the same time i think you could push them further, with maybe some bevels or extra detail by way of material changes, to illustrate why the cuts are there.
I love the head thruster badass!
Unfortunate, but as a high ranking a official I assume she wouldn't be doing much fast movements. I love the design, you nailed the helmet perfectly. I would also like to know where it's rendered.
Still good, though. HEr face reminds me of the new Chell design for soem reason.
Some good comments. I should note that this was really a modeling exercise - I didn't texture the suit (the head only has a quick polypaint), and many of the seams on the armor are actually just black renderable splines drawn on the surface with 3D snap. Also, only the head is zBrush, the rest is max hardsuface.
I rendered in mental ray, just some quick materials, a couple of area lights, an AO pass and a zDepth pass.
As for turning the head - if I had planned to make a full game model there are some ways to get the top dome to rotate inside of the neck piece allowing her some limited rotation. But, seeing as it was really a quick modeling exercise, I didn't go to that length (or really deal with texture or color). There would also be some work in getting the shoulder plates to move properly, but I think it would work.
Also, should the Gods deem me worthy of a banner, here is one (to save you the work):
My main issue with this would be her eyes. They don't convince me. Are those suppose to be human eyes or the her right eye some cyborg eye or something? What's that crazy reflection? Seems like some kind of orange/yellow ring flash/light like a photographer would use. Why isn't a similar reflection apparent in her left eye?
I think the part that I like the most is the little clasp/mic/techy bit on the side of her face under the helmet. Pity that we don't get to see it in the finished piece, but I appreciate the attention to detail. Really nice looking render overall.