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Project "Grey" [ character]

polycounter lvl 6
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alphajayel polycounter lvl 6
UPDATE:

Grey+wip+2.jpg

Hi guys!

I just wanted to start my W.i.p here.

I wasn't able to work on personal stuff lately bec it's been busy at work and I only get to sleep and rest when I get home.

Anyway, I wanted to create a high quality, realistic character that I would be able to add to my folio later on.

I'm gonna try to push my knowledge and skills in modeling and sculpting here.

Here is my mood board:

Moodboard.jpg


Here is the character design that I have drawn so far:

concept+wip.jpgconcept+wip3.jpg

..gonna add other details like Tattoo, necklace, watch, bag, Ak-47 etc..


ADDED!

updated concept:

734326_10200466649856451_1209263183_n.jpg


Here is the w.i.p. anatomy pass for the guy:

I started out with a basemesh I created in maya and sculpted in Zbrush.

Grey+Anatomy+w.i.p.jpg


Update!

I added hair, pants, shoes, and the backpack.. still needs a lot of refining! :)

Grey+wip+2.jpg

Replies

  • Baj Singh
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    Baj Singh polycounter lvl 9
    Really nice start mate, looking forward to seeing how far you go. Maybe post some otho shots from the side.
  • alphajayel
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    alphajayel polycounter lvl 6
    @Baj: Thanks Mate! I will post ortho's on the next update! :D
  • gyarados
    Looking good so far. I have one question how many pologons is the sculpt right now? iam asking because i usually get jagged edges even at 2.3 mil and cant get such a clean looking sculpt.
  • razz
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    razz polycounter lvl 9
    The back muscles could use some fixing, but otherwise a great start. Can't say I'm enjoying the concept too much though.
  • alphajayel
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    alphajayel polycounter lvl 6
    alphajayel wrote: »
    @Baj: Thanks Mate! I will post ortho's on the next update! :D

    @gyarados: Thanks man! The model is at level 6 subdivision with 833,536 polys. It's not really very clean yet, there are still jagged edges up close. It usually depends on how clean your basemesh is. Make sure your basemesh has equal distribution of quads and has enough edgeloops so it can subdivide cleanly. You can use Qremesher for that though. :)
  • alphajayel
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    alphajayel polycounter lvl 6
    razz wrote: »
    The back muscles could use some fixing, but otherwise a great start. Can't say I'm enjoying the concept too much though.

    Thanks! Yea, I'm def gonna still have to refine the back and the over-all anatomy and proportions. Found out that his legs where too thick when I put on the pants.

    For the concept, I'm trying not to put too much on the model, just a simple character design similar to characters in Far Cry. He will have a military bag, and rifle though.. I just haven't put them on the concept drawing bec it's still a wip too. hehehe

    Anyway, it still might sound unexciting. Hmm what can you suggest to make it more appealing without crossing the line of simplicity and minimalism? :)
  • razz
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    razz polycounter lvl 9
    Well, it's too easy to strap a gun on a big dude and take his shirt off to show off al the huge muscles ;] Try to make him more interesting. Reminds me of that big guy in Mass Effect 3, whose name I forgot, because he was so uninteresting. Since you're going for the far cry 3 type of character, look for concept art for Vaas, they had some cool ones even before the final one, like THIS ONE. Props will definitely add to your character.
  • alphajayel
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    alphajayel polycounter lvl 6
    razz wrote: »
    Well, it's too easy to strap a gun on a big dude and take his shirt off to show off al the huge muscles ;] Try to make him more interesting. Reminds me of that big guy in Mass Effect 3, whose name I forgot, because he was so uninteresting. Since you're going for the far cry 3 type of character, look for concept art for Vaas, they had some cool ones even before the final one, like THIS ONE. Props will definitely add to your character.


    There you go! that looks kickass! Thanks for the tip! will definitely go that direction :D
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