Hi ALL
Its been a while since I have posted my personal work in forums.
In this past 2 yrs a lot happened to me - I changed job , I have become proud father , I shifted from outsourcing job to in-house IP production I shifted from console to online/mobile.
All this changes means a lot to me and has radically changed my life.
Now since my kid has grown a bit I can have better sleep at night, since I shifted from outsourcing to in-house original IP work pressure is much much moderate and since I shifted from console to mobile I can learn a lot of new things ,
BUT
THERE IS A BIG FEAR ALWAYS HAUNTING ME.
THE FEAR IS TO LOOSE TOUCH ON WHAT I HAVE GATHERED SOME EXPERIENCE TILL NOW AND TO LOOSE CONTACT FROM FURTHER TECHNOLOGICAL ADVANCEMENT IN CONSOLE GAME ART HORIZON.
Hence I have decided to start a full-fledged console game character.
My Goal
TO CREATE A GOOD PIECE OF ARTWORK
TO LEARN SOME HUGE ADVANCEMENT IN TECHNOLOGY WHICH I MISSED DOING REPEATED LABOR JOB IN MY PAST OUTSOURCING COMPANY.
TO TIGHTEN MY GRIP ON HARD SURFACE MODELING
Why Am posting here
Expecting a lot of constructive criticism , knowledge and tips-n-Tricks from all the members of the community.
Here is the basic blocking of the character I have done in Zbrush in past week coming after office and stealing some time from parenting.
![1.jpg](http://i202.photobucket.com/albums/aa37/sagiarts/IRONMAN%20MARK%20XLVII/1.jpg)
My target is not to make intricate inner mechanism of the suit with all hinges functioning…..I aim to make an Ironman suit for console game which I can rig to make simple dynamic poses…….No shoulder rocket launching or suit deconstruction.
Next I will start with retopo the suite in MAYA.
Please let me know what points to keep in mind while doing the topology.