Hi everyone, I've decided to do a cloth study to improve my cloth knowledge and sculpting abilities.
I'm going to try for a once a week update on this sculpt, unfortunately I don't have much time to put into this project as I would like, so I'll post when I have new stuff to show! I don't often post on Polycount, I'm mostly in the hangout, so you can probably see more of the work in there as I go along.
I'm looking for feedback with things I am missing in the piece, details, features, form and folds, as well as the facial likeness to Harrison Ford (which will be the last thing I work on) and the Blade Runner Universe.
I will be condensing this into a "game mesh", something that is a decent polycount but something that also supports all of the folds and edges. It is primarily a cloth study, and not something I'm making for a game, so the quality of the work showing off cloth knowledge is my biggest priority with this piece. Estimated triangle count I am guessing will be somewhere in the 20-25k range, most likely I will render it in Marmoset 2, which will probably be available when I get to that stage. I'll keep it low enough so that I'm not wasting polygons, but high enough that I'm not skimping on silhouette and forcing details into a normal map.
Task List
1. Put shoes into the same scene and make the leather fold and crease appropriately
2. Work on the hair, as it currently stands it's not very good (thickness, flow, etc)
3. Fix issues with the dress shirt (non-straight tension lines, clean up)
4. Pass over all of the cloth to bring it to a final polish stage
Current ProgressOld ProgressOld Task List
1. Finish posing, giving a greater sense of weight on the front leg (overall balance)
2. Pose hands to hold gunlike object
3. Create gun (Doing this at work during lunch breaks, approximately 1-2 hours a week focused on the gun)
4. Change coat silhouette to re-enforce heroic A pose
5. Block in base folds and tension points
Blocking out the pose.
Base mesh was done in Zbrush from a dynamesh sphere, cloth was blocked-in in Maya.
Some cloth reference material (Pose I am doing is the top left image)
Replies
Next Character Task List
1. Add in belt loops around waist for pants and outer coat
2. Add tension points based on those loops
3. Work on lower half of the coat, further defining the shape of the folds and forms
4. Block in the next level of detail for the coat folds and wrinkles around the arm
5. Improve wrinkle quality on shirt and pants
And here is the current status on the gun.
Next Gun Task List
1. Block in chamber/revolver cylinder
2. Create asymetrical parts
3. Integrate handle into the body of the gun
4. Improve hard surface edges (sharper in places)
5. Block in hard surface edges for poly objects
I'm looking for general feedback, so if you have any comments please let me know.
Thanks!
And a few thoughs for EA hate. :poly127:
If you want to view a very large version of this image, click here. Warning, it's big.
Definately because of its detail. BUT...this is my personal opinion...the wood is too red. Makes it look like a lighter gun. Dunno...gives me that feeling.
Apart that...everything is smooth and more than ok.
Rosewood looks better though.
For sure! That's one of the things I was working on today, hopefully I can make it feel like it fits with the rest of the gun. For the most part, that section of the gun actually is really shiny. I'll introduce some grain into the gloss and spec, hopefully that will help match it.
No offense taken! I've held off working on the character past where you currently see it because I was having so much fun with the gun itself. I'll be going back to the character come Christmas break, so the gun is providing a level of detail I need to match for the character as well. Originally I wasn't going to focus on the gun, as this was meant to be a cloth study, but I don't have any good hard surface pieces in my demo reel so I branched this off into its own project.
I'll be making the red a bit more yellow, it looks fine in the view port of Marmoset but the render itself darkens it substantially.
I will make a 'low' poly version of the character once the sculpt has been done, in pose. I don't know my target resolution exactly, all I know is that I want 0 loss of definition in the silhouette, so it's going to be fairly high poly at the end of the day (100k tris+ probably)
Personally, I think it would be better texture that if you put less specular or put AO on the polygon overlapping points.
Nice work overall!
Here's where I'm leaving it, rendered in Marmoset
When I go back to it I'll put more work into the handle, I may replace the material as well, instead of wood a tortoise shell plastic material instead. I also need to do more work on the lacquered shell on the handle, but as you see it now is a faithful replication of the original Blade Runner prop that was used. That thing was so shiny!
Here's a high quality turnaround of the gun:
https://www.youtube.com/watch?v=MH36qmYwvOw
Here's today's current state! (Zbrush BPRs)
Body shot:
Head closeup
Shoes are done in a separate subtool, I'll have to bake them down first before I add them into the scene as they are pretty high poly due to adding the leather texture in geometry. I have one more subdivision pass to do over all of the clothes to remove any visible polygons, and one more over the hands, and then I am ready to start making a lower poly version/UV/map baking. Feedback would be really appreciated at this stage before I go ahead and realize that I buggered up something somewhere!