I'll take this contest as an opportunity to post my first work (in progress) on polycount.
After taking a break from adventuring for almost 10 years an old man decides to go on one last adventure. He has become bored of life, so perhaps he doesn't even want to return from this expedition. So searching for a plant described in the Voynich Manuscript is a perfect goal for him.
I didn't want to copy an existing fictional adventurer so I did some research for real old(er) adventurers. So I ended up using Ranulph Fiennes facial features as reference as well as Max Hardbergers clothes. Especially his vest with a block of paper in one pocket and modern equiptment in the other. This should show that my adventurer is stuck between the past and modern times.
So I started by sculpting in those facial features:
His clothes are still fresh out of the garment maker. I haven't started smoothing&sculpting them yet. Unfortunately the garment maker turned out to be really slow at higher resolutions, so I didn't get arround to that yet.
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Welcome to the contest!
Quick reminder that you still need to fully register to the contest so that we may provide you with free access to Mixamo's Auto-Rigger and Motions Collection. (You will need to take a few minutes to Auto-Rig and animate your character before submitting your entry.)
Here's how to register: Simply send an email to contest@mixamo.com and provide the following info:
Name: Your First and Last Name
Login: Your Mixamo login or associated email address
Source: Where you heard about this contest
Tools: 3D software you will use to model your character
Polycount WIP Thread: Your email must include the URL to your work-in-progress thread on Polycount so we can follow your progress
That's it!
We'll then provide you with free Auto-Rigging and animating on Mixamo and send you a confirmation. Thanks!
Here is the Highpoly version of my character all sculpted in ZBrush:
C&C is more than welcome! I will start working on the lowpoly now, but I can definitely make some changes to the sculpt based on feedback.
He has 19k tris, a 2k Normalmap resolution and is rendered in Unity. I will polypaint the texture in Zbrush now and then extract the fine Normalmap details from that and add it to the current Texture.
In general I am quite happy with how the model turned out. If I remember correctly this is my third human model. The skin still looks pretty awkward, at least in the face.