Hi Polycount,
Long time lurker over here. I'm a student on my third semester, and I chose character modelling as a specialization. I've been dabbling with 3d poly modelling as a hobby for quite awhile, but it wasn't until I got into school that I decided to shift from design and completely focus on 3D. Right now I'm working on my demo reel, and this is the first of three characters. The concept is from Luvisi's Last Man Standing graphic novel. I'm using mostly Zbrush and Maya. Constructive comments/crits are most welcome, I want to learn as much as I can. I will try posting updates as often as possible.
Concept:
WIP:
Replies
Thanks
Few more updates:
Good work so far.
Thanks
@nick2730
I actually wanted to do Rinzler, but a million people have done him already. I'm only starting to learn zbrush and maya and one beginner advice I got is that if you plan on making something iconic/has been done before, you better make sure it's different or way better than the best one around. If not, then just forget about it because it'll just make your stuff look plain/ugly. Given that I'm an amateur and this is my first real character project, I decided to do this guy when I saw it on devart. He looks like a cross between Rinzler and Snake Eyes.
I'd welcome a million crits. I'm still an egg so I need lots of help/guidance. I'm not quite sure I follow what you mean by "something is missing". Do you mean it lacks character/oomph!, or something like how can that chainsaw run without a tank or battery kind of missing?
Obviously, i laughed when i noticed the M&Ms popping out the pocket. XD
I think those're Skittles because I remember seeing "taste the rainbow" on his devart page. Then again, it might be just a random person commenting. I decided not to do the hole on the pouch because it'd be hell to uv and really I'm not sure how to tackle it. Oh, and the tag is IMG.
@Greenwald6
Thanks.
Here's an update.
Update:
Working on a new character, an MMA fighter.
Hey, I was stalking your mma fighter thread, it was one of the references and target quality level/competition I collected before starting this project. My high poly for the LMS guy, sheesh, took months. I'm pretty new to zbrush and that last man standing was the first real character sculpt I did--I was blindly feeling around trying to do stuff. A lot of the objects, I redid several times while looking for the right/better/easier way to do things. The gun and helmet for example, I did them several times, in maya as subd and zbrush (shadowbox and dynamesh). I ended up spending more time, but I learned a lot. I also went crazy on the polycount, since I didn't know when to stop. Each subtool was up to level 7-8. A lot of the details disappeared when I projected it to my low res(duh?). In fact, even the high res turnaround render is a decimated mesh by about 80%, and from that distance I can barely see any difference. With the mma fighter, it took about 7-8 days. I know it's still slow but compared to the eternity I spent on my first guy it feels super fast. Right now I'm studying texturing and vray, so progress on him stopped for the moment.
@jfeez
Thanks! Yeah that's one comment I got from my classmates, it feels like the ground is burning. I guess I was torn, trying not to let the character drown since he's all black, but ended up burning the others. I'll try to play around more with the lighting.
@peanut
I actually work better at night.
@Tits
Thanks! Uh, and nice name
@Goldo_O
Finally, I'm glad someone recognized him without any major hint (That's why I said MMA fighter). I was starting to worry that no one would recognize him. I showed it to one of my friends and he said "yeah I know him it's that Fedor guy" and my confidence just dropped, even if he wasn't a big mma fan.
@LRoy
Thanks, I'm pretty proud of it, it was the first accessory of the guy that I did and it taught me a lot about zbrush. Before I started with it I was asking around for tips and techniques on how to do it because I had no idea how, and eventually realized almost with all things in zbrush all that was needed was reference, time, effort, patience, and lots and lots of masking.
Thanks, and no worries. I'm by no means an expert, so you might want to ask other people for some advice. I'm starting out myself, and I just try to do things based on my limited knowledge. There might be an easier and better way to do those things.
Work Update:
Stuck but still working. Really struggling with the hair/beard. I'm trying to find the best way to come up with a somewhat believable hair/beard.
there is a workshop there from Jason martin (ID softwhere) going through his fibermesh workflow.
Link
Thanks! I was looking for that video. I think I caught a glimpse of it before and I was trying to remember what the video was and where i saw it. ysalex told me his workflow (fibermesh to maya hair) but I'm still having a hard time styling Thor's hair. This should come in handy. Thanks again!
Back to work after a week vacation at the beach.
Finally got to a hair method that I somewhat understand. My output isn't bad, I think. Thanks lotet, and most especially ysalex! Just a few more tweaks then I guess I can proceed to texturing.
Picking up unfinished work, Thor.:
Also starting mini-projects to help me understand texturing, rendering, and lighting, which I know so little about. I focused too much on modeling that I didn't learn much about thoe topics. The difference from gaming, misnomers, and conflicting information all over the net don't help any, so I'll keep at it until I'm able to understand things. It seems that with the technology advance, the techniques that differentiated real time renders and renders are slowly disappearing, so I figure it's best to learn and practice both. This time I made a tumbler.
Feedback always welcome.
Also picked up the mma fighter I was previously working on while studying rendering, shaders, and displacements.
Concept by Soon Sang Hong