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Base for scifi armor Critique Please

polycounter lvl 12
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RaptorCWS polycounter lvl 12
So i may have bit off more than i can chew on this project. I want to make a scifi space marineish guy. I have a rough anatomy sculpt but its not pretty and so far its only purpose is for the placement of armor pieces. so he is not in the render. I have the base for the torso, shoulders and upper legs modeled. any feedback on how you think its looking would be great.14436856843_866790d731_b.jpg
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  • deohboeh
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    deohboeh polycounter lvl 5
    The blocking looks good! I like the shoulders are asymmetrical. I could tell more if I could see how it sits on the body. The thigh has two protruding pieces on both sides I can't understand why they should be there. Then again I am a more utility over fancy guy. The planes you have achieved are amazing! I don't do hard surface but I really think they look very good!

    Right now its so open it is difficult to say how it will look in the end. Questions like what will there in between the pieces? What kind of materials will be there? come to mind.
  • tac0m
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    tac0m polycounter lvl 6
    change that material dude. It's hard to critique when things are being hidden by it. Just give it a basic grey material like blinn.
  • lotet
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    lotet hero character
    You should put someone inside of it, its hard to crit when its just some flying pieces of metal.
    if your anatomy block out isn't good, your suit will reflect that.
  • RaptorCWS
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    RaptorCWS polycounter lvl 12
    @deohboeh Thanks. Originally the pieces off the thighs were going to be vents, but now that you mentioned something about them I do not like that idea.
    @tac0m
    Done
    @lotet
    ok Im posting it.


    I intend for the places in between the armor to have a hardened leather look. Kind of like an under-suit. I have not really worked on the blockout on the lower arms or hands. and clearly I have not worked on the head. There will be armor on the hands lower arms and feet. Normally I do the whole character first, but i just finished watching this mechanical character dvd and wanted to give that a shot. Ive just been staring at this for too long and I need feedback from others.

    also thanks for taking the time to look at my stuff :)

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  • RaptorCWS
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    RaptorCWS polycounter lvl 12
    So I know i have done a very bad thing by not developing the whole base of the character equally. especially with the hands. I struggle with hands and I think I may have backed myself into a corner. I cant get Hands looking right on this thing. Ive tried taking the easy way out as well by using zbrush's IMM human hand mesh, but it was not modeled to be placed on a body that big. and maybe that is the problem. I really do not want to have to restart from scratch on this guy because i have put a lot of time on the armor. Any suggestions what to do? Should I practice sculpting hands and then come back to it?14472911363_386ec30462_b.jpg
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