Hey guys, figured i'd post here instead of spamming up the WAYWO thread...
I wanted to do a kind of tech demo of sorts, i'll most likely be using UDK for final renders (or i may do them in max as i've just found a PBL shader to play with). the idea is that i'll use morph targets to transform him from Banner into Hulk, including material transitions, and some alpha map abuse to simulate cloth tearing.
anyway, this is also my first real attempt at likenesses, so hopefully it looks right.
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Interesting project, I'll keep an eye on it!
Great stuff so far!
I'll point out the arms are a bit long.
Elbows should line up with belly button and wrists with bottom of buttocks.
Id say,"sub'd" but after all this time, I still done know how.
started texturing, i feel like i may need to add an extra couple of loops on the forhead for any creasing that may happen there.
the face id by far the heaviest in terms of polygon density, the rest of the body is pretty light as for the most part it will be hidden under clothing. and since i intend to use tesselation/displacement when doing the final renders, it is dense enough for the hulks silhouette too.
feedback welcome!
Are the clothes done in marvelous designer? If so, how do you like it? Will you incorporate it into your future character pipeline?
The retop is looking good too although I would continue the high density all over or atleast past the hair line. You also don't want any tris in the forehead or you will get deformation issues later.
It sounds like a lot haha and I'm being picky but will take 5 seconds low poly you can just wap back into Z and the reproject onto the high aswell so that will take 10 seconds haha. Fantastic stuff so far though dude, skin texture is really nice
Also the tucked in shirt looks like he's just been to the loo haha and he might need some folds added at the back of his knees unless he's going to be posed statically.
foreheads can be deceptive and in reality are quite curved and round around the edge. you are also missing lot of the skull landmarks on the forehead. also the cranium looks a bit small.
it may help to study the references more with desaturated colors and adjusting levels to expose the forms and shapes of the face.
also, the creases above the upper eyelids looks too high and too prominent.
also here is a video from ILM, watch it in 1080p. there is a good turntable of the cg double for mark.
[ame="http://www.youtube.com/watch?v=fB_3r4b-CAU"]Behind the Magic: Creating The Hulk for "The Avengers" (Part 1) - YouTube[/ame]
here is the PSD in case you wanna study ti more:
https://dl.dropboxusercontent.com/u/13288045/MR.7z
Crazyfool, MM, cheers guys, thanks for taking the time to give such good feedback. i'll revisit the high poly shortly (i'm currently doing hair planes) and try to correct those issues.
hahahaha sooooon...
for now, working on getting a good physically based shader working in udk, all done using nodes. it's starting to come together!
big thanks to Maph for helping me with some issues.
so i've decided to leave this project for now until i have time to go through each file and see what works and what doesn't, and try to piece it all back together again.
shit fucking blows man =/
Anyway, good luck with your file recovery.