Hey guys, Happy New Year!
I have some free time over the holidays so I've been working on stuff for my portfolio.
I freaking love The Fifth Element, so I've decided to model Bruce Willis' character "Korben".
I've modelled him nude and with 3 iterations of clothing.
Nude for an extra anatomy sculpt and the clothing iterations from different stages of the movie.
I've modelled his Blaster Gun but it has no holster, he just sticks it down the back of his pants.
I still have a lot to do in the sculpting phase with skin detail and clothing creases, along with needing to add belts/buttons etc, you get the idea.
I hope you guys like it and I'll try to keep the updates regular.
Any constructive feedback is more than welcome.
Cheers, R.
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Replies
@Amile - I agree, it's one of the best.
Update on clothing iteration 3.
Love that movie. Looks good so far, but I keep wanting to say the forehead to a bit too tall:
But just a tad, maybe it's right? His forehead is pretty tall.
Haha! Thanks for the feedback, Locater.
At first I thought it was the placement hair I threw in there but you're right, it does look a little tall. I'll re-work it later today just to be sure.
Update on costumes 1 & 2.
I've just noticed how ridiculous the 2 straps on the back of his sleeveless shirt look, so they'll be changed before my next update.
Both costumes share the same trousers which are finished; all that's left are those damn sci-fi boots. :susp:
I'll probably jump into some skin detailing after that.
Any feedback is appreciated.
Cheers!
-R
:blank:
Boots & trousers added. Spent my birthday sculpting, how sad is that. Haha
More focus on Anatomy/Skin detailing next. After that it'll be time to retopologise this guy.
His legs look too long to me...
The stubble and skin pores are really messy, unfortunately I can't do anything about it at the moment. Working within layers with a mesh over 1 million polys is near impossible on this laptop, I may have to come back to such fine detailing when I get my other computer repaired.
(It actually takes 30-60 seconds for it to respond when I move up or down subD levels...I feel like crying when working on this thing.)
Time to start retopologising.
One thing that sticks out to me is the folds on the pants though, maybe worth taking another look at before baking stuff down
I was actually about to start retopologising them after I was done with his shirt, so thanks for pointing it out! Will give them another pass.
John Carpenter's The Thing ftw.
I have a low and a high poly mesh but I'm planning to make this a game cinematic type character.
I quickly threw this normal map onto the guy for something I have to do tomorrow so forgive the sloppiness, I'll re-bake it on the weekend and fix the crap.
did you model the base mesh from scratch; and then sculpt on this? or did you use a default...
im making portfolio work and dont want studios to get the wrong impression; ive made my own base mesh... but its not excellent... good - ok mind but not excellent...
@ David Wakelin - I modelled a basemesh in Maya before starting anything in Zbrush. Hmmm I'd recommend staying away from using Zbrush's default base meshes, sure it'll make things faster but in the long run it isn't going to help you improve that part of your game.
Personally I'd lose a little respect if I seen an artist doing that for professional work. Leonardo Da Vinci couldn't exactly order GenericMarbleMale#3 from a catalogue and sculpt the Statue of David from it.
As far as studios go I don't think they'd care less if you started your sculpt with a boiled potato, it's the end result they're interested in as fast as they can get it. Time = money.
If I were you I'd build your own male and female base mesh so you can pop one open whenever you need it; having a pre-built ear or hand available also saves large amounts of time. I find that approach to be faster than using Dynamesh but as with anything it's personal preference, I'm sure there are lots of artists on here that would disagree with me.
Base meshes don't really matter anymore now with Dynamesh being introduced, especially if it just gets retopo'd at the end anyway. The main benefit to starting with a clean base mesh is it makes things easier throughout your pipeline.
But hey, it's just advice, man. At the end of the day you can do whatever you wanna do.
@ ASGUARDVIKING - Thanks a lot! Oh, I'm making Leeloo next, am I? Well...alrite then. haha
I have my own base mesh.. Im just gonna improve it a little to my own specs and dynamesh it atleast that way i can say i've done the legwork from the ground up...
Nice work
@David Wakelin - No worries, mate. Sounds good to me, hope you kick some ass this year and post stuff up! Will keep an eye out for it.