I'd started this character while ago, at the beginning I planed to make him some kind of ork wearing medieval armor but I change my mind and started once again concepting something more futuristic.
I use zbrush for sculpt nad texturing , 3ds max for retopology nad rigging, UDK for final render, substance designer for armor texture. also used PS for texturing, final render background and noise( full body got more retouch)
mesh has 2,5 k triangles.
Nice texture work/rendering/lighting/hard surface, little bit of wasted UV space but other than that nice.
You could add more armory bits to him to cover the skin since it looks a little out of place, if you played your cards right he could fit into gears of war. Maybe add a weapon and then pose him with it and you can show off both versions.
thanks D4V1DC,
I was thinking about weapon, but I do a lot of hard surface modeling at work right now, maybe in future I will back to this character but for now I'm planing to sculpt something organic.
Body UV was only for test baking, becouse of my laziness is a final version
He looks a bit like a little person with that great big head and short legs. I guess you can pass that off as part of his mutation. Or maybe he -is- a little person.
He looks a bit like a little person with that great big head and short legs. I guess you can pass that off as part of his mutation. Or maybe he -is- a little person.
I think you got a point there, are this techniques taken from EAT3D ?
Jerc, ThaSlimShady, _DMage_, thanks
Jackablade, I used 8 head proportion with is bit more then regular man hight. Muscles make him wider and thats why he look short for you. If you look at photo referencies of professional bodybuilders, you notice they look short because of they with to hight proportion, for example this dude http://jbtlabs.com/bodybuilding/wp-content/uploads/2012/02/pose-roger.jpg
About head, trust me, without mask and hair it looks tiny
Hard surface is fantastic. I'm liking the detail you put into it. Something about the anatomy is bothering me though, specifically in the deltoid, pectoral and clavicle area. If his muscles were mutated I'd imagine a bit more bulge, strain...especially in these areas since he seems top heavy...
I am not suprised that you try to point there is something wrong with his body because before i started sculpting this character I was suprised that those guys overgrown muscles look different then i expected, I'm talking about not just masculine but bodybuilder silhouette. Other thing is that most of bodybuilders photos are showing some dude flex all his body muscles, in relax pose they look totaly different. I'm not a expert in anatomy but I did my homework before start sculpting
here some reference i used: http://s6.ifotos.pl/img/Ronnie-Co_xahraax.jpg http://s4.ifotos.pl/img/Ronnie-Co_xahraae.jpg
p.s. _DMage_ yes, if by eat3d technique you mean retopology in zbrush
Replies
You could add more armory bits to him to cover the skin since it looks a little out of place, if you played your cards right he could fit into gears of war. Maybe add a weapon and then pose him with it and you can show off both versions.
I was thinking about weapon, but I do a lot of hard surface modeling at work right now, maybe in future I will back to this character but for now I'm planing to sculpt something organic.
Body UV was only for test baking, becouse of my laziness is a final version
I think you got a point there, are this techniques taken from EAT3D ?
Jackablade, I used 8 head proportion with is bit more then regular man hight. Muscles make him wider and thats why he look short for you. If you look at photo referencies of professional bodybuilders, you notice they look short because of they with to hight proportion, for example this dude http://jbtlabs.com/bodybuilding/wp-content/uploads/2012/02/pose-roger.jpg
About head, trust me, without mask and hair it looks tiny
like this guy
here some reference i used:
http://s6.ifotos.pl/img/Ronnie-Co_xahraax.jpg
http://s4.ifotos.pl/img/Ronnie-Co_xahraae.jpg
p.s. _DMage_ yes, if by eat3d technique you mean retopology in zbrush