Hi people. I was trying to make this model as authentic as i could from the refs found on net. Last picture is some of the refs. Also consulted with some military guys who are experts in this stuff. Used Marvelous and Max cloth for folds, partialy sculted by hand. In plans: lowpoly, baking, texturing, render in marmoset 2. Maybe also rig and some animation.
There're some thing that still bother my eye. I'm not use Marvelous but I see alot of works using it, most of them look like silk and not except this one, specialty is under knee, meanwhile military stuff is supposed to be thick and rough
btw; you might need more round edge on some mechanical part if you tend to baking this for a game
Continue lowpoly'ing, baking... no head yet rendered in max viewport, with the help of this cool script. Crits on topology are welcome, can be fixed easyly on this stage.
Hm... i think the torso is a bit too long.
Judgin by eyesight, the wrists wouldnt be under his crotch.
This guy got no ass either. I know male´s should have a V shaped figure, but he definately is too slender around his bum.
The cloth around the legs should be also puffier.
Russian field uniforms (generally uniforms) are cut bigger, so that they break up the silouhette of the soldier.
The thigh area looks very tight. Should be baggier.
Yoy can observe this, if you take a look at the top part of the kneeprotector, the fabric overlaps it, as its more saggy.
Wow, thanks for the comments and crits! I've temporary abbandoned this work for some time, but I'll try to finish it soonder or later! RockSPb About the boot - great idea, I thought it would be too highpoly, but since BF is doing so, why shouldn't I? Rumkugel, sure, I'll check his proportions. May be his thick armor vest makes him look like hi's got no ass. To tell the truth, when I started this work, I was focusing on finding a way of sculpting cloth and equipment, so I've just used the standard Zbrush figure basemesh without even changing it :poly121: TAN yeah that's right! I'll do that.
About the cloth: it's the main reason I started this work. I've always had problems with sculpting cloth manually, it's so difficult to make it look realistic. So I tried to find a way of simulating it fast enough and with predictible results. I used Marvelous for pants and shirt and Max cloth for equipment. May be I'll make a tutorial after I finish it. The most difficult part was making all the belts to pinch the cloth.
Yes i think its a bit too much. Atleast in proportion to the counts on other things like his face/body. I think if you were going for something along the lines of densities seen in next gen or uncharted then the counts would be high but still i honestly think not as high as you have it right now.
Something along the lines of this image would be better in my opinion (google search)
butt_sahib Yes, I agree, i've got too much polys there, and they don't really work on the siluette. Thank's for the sample image, it'll be very helpful
Hey man, sorry I'm late to reply here. Looking really good so far. I think the face can use some more love, and definitely the waist is too small. Usually when you have these big bulky outfits on, it makes your waist appear much larger in general. His hips also look low as someone already mentioned. nice work so far here!
Thanks for your feedback! May i ask you to do a quick overpaint? Here's a picture without armor. What i see now is that arms defenetly need to be longer. What else?
I'm by far no expert whatsoever, just trying to get better at it myself. This is what I think.
Sry for the horrible paintover and I hope it makes some kind of sense :P
PyeZern's overpaint looks fine to me.
The first thing came to my mind - the guy is unnaturaly thin. The waist is too narrow, the butt is almost gone. Keeping an eye on proportions in early stages saves plenty of time later. Nice model though. You may try to deform low-poly mesh to avoid major high poly recsting.
Keeping an eye on proportions in early stages saves plenty of time later. Nice model though. You may try to deform low-poly mesh to avoid major high poly recsting.
Yeah that's true, but it looks like that no matter how much you keep eye on them, on the final stage they'll be totally wrong anyway thats how it is for me at least. So, i think it's a nice idea to keep things editable, keep the subdivision history and etc. Maybe this time i'll really fix it on lopoply. About the too small butt thing, maybe that's because his shirt is baggy and it covers his lumbar support so it looks like he has no butt...
Replies
There're some thing that still bother my eye. I'm not use Marvelous but I see alot of works using it, most of them look like silk and not except this one, specialty is under knee, meanwhile military stuff is supposed to be thick and rough
btw; you might need more round edge on some mechanical part if you tend to baking this for a game
Judgin by eyesight, the wrists wouldnt be under his crotch.
This guy got no ass either. I know male´s should have a V shaped figure, but he definately is too slender around his bum.
The cloth around the legs should be also puffier.
Russian field uniforms (generally uniforms) are cut bigger, so that they break up the silouhette of the soldier.
The thigh area looks very tight. Should be baggier.
Yoy can observe this, if you take a look at the top part of the kneeprotector, the fabric overlaps it, as its more saggy.
If I really have to be picky may be you can make the cloth part around trapazoids and chest a bit tighter. Like this:
But it is optional. You can still go wit this.
Rumkugel, sure, I'll check his proportions. May be his thick armor vest makes him look like hi's got no ass. To tell the truth, when I started this work, I was focusing on finding a way of sculpting cloth and equipment, so I've just used the standard Zbrush figure basemesh without even changing it :poly121:
TAN yeah that's right! I'll do that.
About the cloth: it's the main reason I started this work. I've always had problems with sculpting cloth manually, it's so difficult to make it look realistic. So I tried to find a way of simulating it fast enough and with predictible results. I used Marvelous for pants and shirt and Max cloth for equipment. May be I'll make a tutorial after I finish it. The most difficult part was making all the belts to pinch the cloth.
Any reason why you have such a high count on the teeth/mouth innards?
Something along the lines of this image would be better in my opinion (google search)
Sry for the horrible paintover and I hope it makes some kind of sense :P
The first thing came to my mind - the guy is unnaturaly thin. The waist is too narrow, the butt is almost gone. Keeping an eye on proportions in early stages saves plenty of time later. Nice model though. You may try to deform low-poly mesh to avoid major high poly recsting.
donofdon that's are very nice refs, thanks!