Hi there.
I´ve been working on a marine-esque soldier dude [everybody has to to a marine, right ; ) ] and the high poly is quite done.
The facial structures were inspired by the awesome Brink designs.
I don't know that the stylized head suits the rest of the character - it's really the only part with the exaggeration and it makes it feel a little pasted in.
other then that i love it all.
Posted this in the what are you working on thread too, but it's probably better here.
"The pouch looks amazing man. I guess you used an alpha in Zbrush for the pattern, what did your alpha look like for that? Did you make a base mesh before hand and how did that look? I'm sculpting something similar myself soon so just wondering."
I used the displace function in Zbrush used with a fabric texture. I´m really sorry I don´t know which one it was. My computer crashed last week and I am still trying to organize all the dumped files from my external drive. I would recognize it and when I see it, I will post it here (or pm you), promised!
And let me just start max and take some screens from the base mesh...
I think the face doesnt work because mainly youre stylized shapes are awkward. try adjusting the facial proportions... Right now the eyes are too close together, the ears sit a bit low, and the nose is just too large. I think he may have a little too much chin as well
I thought the head/face was one of the better parts...
Do you think it is worth fixing? Maybe I should try a different and more realistic head and see how it works.
i just wanted to ask, did you use alphas for the details on the face? esp the cheeck area? im doing a head myself and would love some help with high res modelling!
Hey dude, he looks good. Props and gear are looking brilliant.
I did a paintover of the face, hope you don't mind.
I'd try toning down the expression (or changing it, it's a little intense right now) and pull in the proportions. Right now they're cartoony and I think they need to be exaggerated but still plausible.
really awezome, exeept the face, i actually laughed when i saw it, it looks stupid, dont get me wrong, the anatmoy is great and i really like the facial features, but the eyes and the pose you made with the tilted head makes him look stupid.
he looks "derp" sorry, its the only way i can explain it, the paintover kurt russel did really nailed it, with the smaller and not so popping out eyes.
I think you are doing some cool stuff, But I don't really see the point in creating all this micro detail when from any sort of game perspective it is going to be lost.
I started this project with the intention just to have a cool and fun sculpt and yeah, maybe the details are not necessary. And I am also not sure about doing the lowpoly, at least I won´t do it immediately.
Anyway, here is the new head and a comparison to the old version. Does it look right?
Edit: really like the character you've added to the eyes.
If you can stand making any more changes, the only thing I think I'd do is fill out the cheeks a little. I like the definition but right now it's less chiseled than gaunt. Here's what I mean, just a subtle change:
Rock on, looking forward to seeing you texture him.
Replies
other then that i love it all.
"The pouch looks amazing man. I guess you used an alpha in Zbrush for the pattern, what did your alpha look like for that? Did you make a base mesh before hand and how did that look? I'm sculpting something similar myself soon so just wondering."
And let me just start max and take some screens from the base mesh...
First thing I did in Zbrush was to apply some proper polygroups.
Do you think it is worth fixing? Maybe I should try a different and more realistic head and see how it works.
Thanks for the feedback so far : )
i just wanted to ask, did you use alphas for the details on the face? esp the cheeck area? im doing a head myself and would love some help with high res modelling!
I did a paintover of the face, hope you don't mind.
I'd try toning down the expression (or changing it, it's a little intense right now) and pull in the proportions. Right now they're cartoony and I think they need to be exaggerated but still plausible.
he looks "derp" sorry, its the only way i can explain it, the paintover kurt russel did really nailed it, with the smaller and not so popping out eyes.
Your paintover really shows me the way to get it right! I will absolutely work on the head and show you guys the changes here.
I agree with the face paint over too, face is the only thing letting this down right now!
Not sure where you can find them. f you need them, I may upload them for you.
I threw them together in Photoshop, so it is not just a one-click thing.
Guess I need your help again, guys.
Feel free to do paintovers or whatever this head needs to look right.
(left is the new, right the old)
But your second version will probably please more people.
And also how you put the cloth bump on everything? was that with zbrush or photoshop?
Anyway, here is the new head and a comparison to the old version. Does it look right?
Edit: really like the character you've added to the eyes.
If you can stand making any more changes, the only thing I think I'd do is fill out the cheeks a little. I like the definition but right now it's less chiseled than gaunt. Here's what I mean, just a subtle change:
Rock on, looking forward to seeing you texture him.
Haha, you are so right : D
I´ll follow your advice, really looks better (again!)
Next will be some screens with the new head on the body and then some textures.
Thanks again so far.