I made this Quake III plugin character around 13 or 14 years ago, posted it on polycount, and ended up getting my first job in the game industry because of it. I thought it would be fun to remake it and see how much video game tech has improved over the years, and also hopefully how much better I've gotten
here's the original guy:
also here's a cached version of polycount with some more info and shots.
https://web.archive.org/web/20020802112120/http://www.planetquake.com/polycount/info/quake3/scurvy/scurvy.shtml
and here are some sketches i've been working on, i think i have enough to get started modeling. i'm sure i'll change a bunch when i get it in 3d.
rough sketches:
more polished sketch:
Replies
i might experiment with the arm strap again. the original wouldn't really be able to move, but i just looked up some old artificial limbs that look cool. the shoulder part might make a better perch for his dead parrot too.
I finally did some more work on this guy, here's a colored version of the concept, and a wip of his face sculpt.
i just thought whyd you change so much but.. now i think dont change anything from the new concept
Keep up the good work o/
didn't exactly turn out like i hoped, but shows some promise. i did a paint over to try and get it closer to how i'd like it to look.
great design anyways
How did you achieve that look with the hair?
here's how i did the hair. I sculpted the volume of the hair in dynamesh and then added individual hairs using a custom insert curve brush. make all those hairs have their own polygroup and set the brush to mask by polygroups. now you can quickly grab an individual hair easily using the move brush and make it line up with the underlying hair volume. its pretty tedious of course...
there's even more images on my artstation https://www.artstation.com/artwork/4EevL
and also put up a turn around from zbrush on youtube.
https://youtu.be/d42iQADqdiU
Congrats. Just by watching your stuff I am already getting inspiration