Tried to make this character a few months ago, it did not fair well.
Since then I have gone back to drawing board and recognised areas to improve and during January I practised and improved.
This practise can be found here:
http://www.polycount.com/forum/showthread.php?p=1979310#post1979310
While working on this model there was such a liking for ZBrush that decided to create a new character in free time, albeit with
a lot of work to do:
HOWEVER,
There are lessons that were learnt from the mini project.
Firstly, because of the ZBrush version it is more efficient to create the base mesh in 3DS Max, ensuring the reference images are in, not distorted and especially, making the software crash(!)
Secondly, there is a great emphasis on ensuring the S and C curves are not broken throughout the mesh:
Thirdly, technical knowledge has skyrocketed to the point that the majority of this module can be done within ZBrush, with minimal input from 3DS Max.
Replies
Dozens of tutorials and dozens of ZBrush hours the pipeline for this module will be a lot different than previously though!
Starting with a base mesh (using a lot of references) in 3DS Max- because it is easier to define in 3DS Max instead of ZBrush.
There were plans to dynamesh the 3DS Max's topology, to increase the density so there would be enough polygons to sculpt with. This was not the case cos it resulted in too many polygons.
Using the base mesh (and a lot of references) the base mesh for the character is sculpted.
And that is the current stage: ensuring the proportions are correct, creating the base mesh to which everything else will be derived from.
In the mean time however, building the base shape of the character. Ensuring the proportions are correct yet the density is ideal for further subdivisions.
Aiming for something clean.
Currently on 2nd subdivision.
The references are listed at the bottom. Those are the main ones that I use.
I also use anatomy4sculptors alot.
The head needs slightly more tuning.
Correspondence with industry has begun. An example is shown at the end.
You are improving, and that is a good thing. I could list all the anatomical errors, but if i'm honest its still wrong. What i would do is look at how parts of the body flow together, for example the flow the quad area has around the sartorius. Try to identify areas of the body that flow like this (drawing lines to show the flow of the muscles/form helped me massively) Here is an image of the face that i cant credit =/ to show what i mean, everything in the body can be represented like this.
I would also pay close attention to skeletal landmarks, learn exactly where they are and how muscles attach and/or rest on them. Keep practicing, do small studies, like spend a week on the arm, sculpt it every day in different poses and learn from it. Also avoid comparing yourself to industry for now, compare yourself to the last sculpt you done and see where you have improved, where you haven't etc. I have a photoshop doc that shows my progression for each part of the body, its scary how fast you can improve
Thanks for the feedback.
Conscious of the fact that the muscles flow, really aiming to define and represent them.
This means the muscles are bigger than the original references, more defined too, wider shoulders and in some cases a lot of vascularity.
Additionally, through forums it was realised that the muscles needed defining furthermore, so as to establish the anatomical structure throughout the body. So as to establish and understand the underlying anatomy.
Annoyingly, as this is being posted: changes are realised for more aspects to edit, such as lowering of the peck major.
It's coming along, good job on that.
Yeah, just saw these comments about the butt...
Will sort it out in the future.
Thank though, means a lot.
I feel that form has been firmly established and time to get surface detail down: wrinkles, folds, ear curves etc.
Aimed to get the face looking more like Bass Armstrong (character whom this model is based off), the face may need some fine tuning before the surface detail is placed on him.
Took Eliot Goldfinger's Human Anatomy for Artists from university library and using as a reference.
Now to sculpt cloth, sandals and armour- that includes a helmet!
stereotypical Roman armour.
Fully sculpted and unwrapped. Working on the texture at the moment.
Deadline 11th April; there are other projects to work on in the mean time.
He is rigged and will be animated so as to create the persona of Bass Armstrong.
There are still plenty of stuff to edit, tweak, introduce and build.
Seeing a lot of aspects that have room for improvement, like the paintover I received is at the end.
Aspects addressed are routes for improvements, and that means progress.
No Stagnant Skills.