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Sci-Fi Power Armour Cyborg Punch-Em-Up Lass

polycounter lvl 17
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Lord McMutton polycounter lvl 17
I got this idea not too long ago, after I finished Mass Effect 2. As you might have gathered from the title, she's a cyborg lass who wears power armour and fights with her fists:

fisticuffsuit-2.png
Nothing says 'cyborg' like glowy eyes and tron lines everywhere, yeah?

Fisticcoat.png
She kinda co-opted the coat of one of her shipmates. It's easily removed so she can use the device that attaches her armour without any issues. Needless to say, he didn't really mind.

AstridArmour.png
And her armour.

Aside from concept art, there's not much progress:
asbod2.png

Any glaring issues?

Also, the model is subdivided. I'm a bit uncertain about it, though. What exactly do you do with subdivision?

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  • Snader
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    Snader polycounter lvl 15
    Shapes like the shoulder blades and butt are too sharp. She also feels a bit X-legged. And her arms need to be a bit longer.
  • Lord McMutton
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    Lord McMutton polycounter lvl 17
    Thanks, Snader. Critiques handled:
    asbod3.png

    In addition to her head, as you see.

    AstridFace2.png

    The final product should be kinda like:
    AstridFacePaint.png
  • Tokusei
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    Tokusei polycounter lvl 10
    really dig the armour design, the base looks pretty good, are you making the armour in zbrush?
  • Lord McMutton
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    Lord McMutton polycounter lvl 17
    Thanks, man. I'll probably just stick to my newfound poly modeling rather than sculpting since, honestly, I'm rubbish at it.

    A bit more with the face, and I think I'm about ready to move on:
    AstridFace3.png

    And some questions:

    About how large should the mouth sock thing be? Should I make a tongue in addition to her teeth?

    You've seen all of the lines on her. Is there anything I could do to ensure that they don't get stretched open too much when she's animated?
  • Lord McMutton
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    Lord McMutton polycounter lvl 17
    Finished modeling the hair, threw on a crappy texture. I've also started laying out the more protrudent cybernetic bits:
    AstridFace4.png

    asbod4.png

    Those questions are still open, by the way.
  • Tokusei
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    Tokusei polycounter lvl 10
    try adding deformation loops around areas which are going to be squashed/stretched during animation like the joints, it should help prevent noticeable texture stretching. if she is wearing armour then most of them wont be showing ;q

    eat3d had a training dvd on hard surface work in zbrush, the guy makes something similar to your concept so perhaps you will find it useful :)
    http://eat3d.com/zbrush_hardsurface2
  • chrisradsby
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    chrisradsby polycounter lvl 14
    I think the eyes are too big, it got a very cartoony style, but if that's what you're going for then I guess it's alright ^^
  • Lord McMutton
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    Lord McMutton polycounter lvl 17
    Ooh, that looks interesting, Tokusei. I'll have to check it out later.

    Aye, Chris, you're right. Shrunk 'em down a bit:
    AstridFace5.png

    And then did a paintover of that image, because I felt like it:
    LassMock1.png
  • Lord McMutton
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    Lord McMutton polycounter lvl 17
    You may or may not have any idea how horrific the process for these lines was.
    asbod5.png
    (The normals on the navel and surrounding area are kinda wonky. I think I just need to smooth 'em out a bit)
    AstridFace5-1.png

    Aseye.png

    The glowy blue things are nodes:
    Asnode.png

    They interface directly with certain parts of her armor, and are used to attach powerups and stuffs.


    Next up is the specular, which will probably give me the most trouble.
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