This started off as a quick head study and I got a bit carried away. I was inspired by all the cool stuff Darren Bartley (
http://fightpunch.cghub.com/) has been doing. The idea was that this guy is some kind of underground resistance fighter with some bionic head gear.
My plan is to eventually get this dude retopo'd, textured and into Marmoset Toolbag 2.
Here's the high poly sculpt:
And the timelapse for those interested:
[ame="
http://www.youtube.com/watch?v=mCgLNfuX47M"]Bionic Character Bust Timelapse - YouTube[/ame]
Replies
Epic Sculpt
Cant wait to see the end result!
Love the work, maybe something is stirring for comicon?
I thought i saw your post on there, don't mean to bring it up just curious.
Either way can't wait for anything loving the music in the vid too.
Edit:
How did you clean up those mechanical bits after making the rough Fisher?
Really dig the sculpt! Thanks for sharing your process.
pes: If people have questions, just let me know and I might do some breakdowns.
skullsplitter, Lextripper: Thanks dudes
McKracken: hahaha thanks mate
D4V1DC: Thanks man. The mech parts were decimated and exported to Maya for the retopo with creased edges, then imported back in. Yeah I'm gonna try to do something for comicon.
NyneDown: Definitely go with the stripper vid instead :P Cheers man
So this is probably going to be put on hold for now, while I try to do something for the comicon challenge. I'm still planning on coming back and finishing this off though. Thanks everyone
I was asked if I could share the base mesh I used for the head. It's basically a modified version of ZBro's (http://luckilytip.blogspot.com.au/) base mesh.
In the video I started with ZBro's base mesh and then transferred to this one after I got the initial head shape I was happy with. I've edited the topology a bit, added a mouth bag and setup some polygroups for easier sculpting around the lips. Hope it's helpful:
>>>DOWNLOAD<<<
Thanks for putting the effort into recording yourself make it and then keeping the video with length so you can actually see the progress and certain workflows being used.
I have to ask at 9:26 what do you do to the sculpt to make everything come out so clean?
It looked so perfect when you did it.
Just masterful work. I put you on the same par with the old masters.
Thanks for the base mesh, man!
Mossbros: Thanks. For the cleaner topology: I exported a decimated version of the rough concept sculpt and did the retopo in Maya with creased edges. Sorry I didnt record that part
Texelion: no worries
Pisciel: Thanks, no probs
Makkon:haha thanks man and no worries about the base mesh
Di$array: hey man. Thanks, glad you find it useful
n00sh: no probs
Perlinfalcon: Thanks mate
Shiniku: Cheers
travisdreams: Thanks man. Yeah I've been busy with work so I havent gotten around to it yet and also I hate doing website stuff haha I'll get around to it eventually. Any new personal stuff I post on Polycount or my CGHub page anyway
Been a while since I've had a chance to do any personal work, but here's an update on this guy. Testing out some bakes and the skin shader in Toolbag 2. Skin texture was polypainted in Zbrush. I recorded a timelapse that I'll upload at some point. Still lots to do.
I would love to see the hardsurface work real time. It just moves too quickly to really understand what you are doing there.
Also, I would love to see the polypainting too, thanks for sharing!
akacg: Cheers. Sure, here's a screengrab of the head wireframe. Hope it helps
beefaroni: Thanks man!
mr_ace: Thanks Peter
Kend: thanks
BradMyers82: Thanks Brad. I havent forgotten about the polypainting timelapse, I just havent gotten round to uploading it yet.
I finally had some time to work on the textures some more. Still playing round with things, but I'm starting to get something I'm happy with. I used the new Quixel DDO for most of the hardsurface textures and rendered in Toolbag 2. Hopefully get this finished soon, starting to get sick of looking at his smug face Thanks guys!
BegalHero: Cheers.
Suba: Thanks Loic
Finally got around to finishing this bust. It's rendered in Marmoset Toolbag 2. The texturing for the cloth and hardsurface elements were mostly done in the new Quixel suite, the rest was handpainted.
In the video below you can see my skin polypainting process. Let me know if anyone has any questions. Thanks guys
[ame="http://www.youtube.com/watch?v=XZnyigB4OHk"]Head Polypainting Timelapse - YouTube[/ame]
only crit is that his cloth are all grey (which makes them a bit boring). I think you should add some color to it, maybe make the shirt slightly red (no extremes, it can still be quite desaturated so that the face is still in focus.
and the other thing is a personal opinion: I find the iro mistimed. Because, together with the gear, the skull gets divided into thirds. Maybe just leave it short or give him the popular undercut. ^^
but still this is some nit picky criticism, it's still epic work.
1 noob question: why is the lower jaw seperated from the rest of the head?
And in what way? smoothing group? uv island? or just detached?