I like everything except the head. I think you could do with some bigger shapes up there instead of all that tiny detail. It stands out quite a bit. Other than that it looks freakin' amazing though.
@bummer6 i totally agree with you, its unbalanced at the moment, ive worked on the face separetly from the body so i ended up with to much details compared to the rest. im gonna fix that for sure, thanks!
@davidcruz yeas, i did use some kitbash part, mainly for the inside mechanical parts of the leg
Thank you for that I love the way it turned out, I was thinking of getting it myself. I always wanted to make a super tech piece and was always intimidated by all the tiny bits and pieces, this is turning out awesome any more plans for it?
Oh no is this just a render piece? i hope not this would look awesome as a game mesh.
Any who want to see more if you are planning on it.
@davidcruz
I dont have plan to make it a real time character. On the end ill probably use it to test the new geomaps plugin for vray and see what kind of result i can get from it.
Detail pass on the arm (need to finish upper arm and shoulder) and assembled the legs and the arms on the torso. Think that im gonna tune down the details on the forearm abit on the final image. Next the hands and the back.
The overall work is nice, but what I really like is the hinges. Its something that is missing from a lot of sci-fi design, and this makes them look not so functional sometimes. Maybe you should add more.
What was your workflow for creating the hard surface parts? Is it all done in ZBrush or did you use ZB for the base and then retop it in max? Either way it looks super clean
really cool. I agree with you about dropping the details on the forearm. It is cool but nowhere else on the body has that fine amount of details so it looks a little off. Also I am not really digging the hands. Yeah he\she is a biped but the overly human hands freak me out looks like you just stuck doll hands on it.
Overall super ace. Other than the above mentioned items I Really dig this character and I am pretty keen to see more please.
@barnesy yes its all done in zbrush and i use a mix of alot of different techniches. most of the external shells are built by
1. sculpting a loose sketch of the shapes
2. retopo over it to get a clean topology to use creases on the edges
3. add details to the shells with zmodeler and
4. dynamesh the shell to add surface details with alphas
all the secondary details that ar in the shells are sclupted part ,mostly using the lip curve and hpolish and the can bel ess polished since they are smaller and dont get noticed as much as the outside shells
i also have a big library of IMM brushes that i use for most of my joints/hydrolics/inside details etc..
i also use IMM in the beggining of the designing phase to get pop out some random shaapes to get inspired.
thanks guys! i ended up changing the design of the wires in the back and the place where it connects with the tail. hopefullt im gonna have the final images soon!
Replies
@Joshua i might try to see if i can do something different with the tail. thnaks !
so here is a small update on the design!
Right now they look clumsy and too thick.
Keep it up!
@rawbert. yeah your totally right! ill adjust them in the next iteration
@bummer6 i totally agree with you, its unbalanced at the moment, ive worked on the face separetly from the body so i ended up with to much details compared to the rest. im gonna fix that for sure, thanks!
How did you create the textures? Just Polypoint? Those recent renders look sweet!
By chance are you using kit bash kits for the tech bit parts?
Nice either way.
Looks crazy good.
Thank you for that I love the way it turned out, I was thinking of getting it myself. I always wanted to make a super tech piece and was always intimidated by all the tiny bits and pieces, this is turning out awesome any more plans for it?
Oh no is this just a render piece? i hope not this would look awesome as a game mesh.
Any who want to see more if you are planning on it.
I dont have plan to make it a real time character. On the end ill probably use it to test the new geomaps plugin for vray and see what kind of result i can get from it.
What was your workflow for creating the hard surface parts? Is it all done in ZBrush or did you use ZB for the base and then retop it in max? Either way it looks super clean
this is awesome! And I love the tail NOT koming from the uasual place.
How awesome... I love you! ^^
Overall super ace. Other than the above mentioned items I Really dig this character and I am pretty keen to see more please.
1. sculpting a loose sketch of the shapes
2. retopo over it to get a clean topology to use creases on the edges
3. add details to the shells with zmodeler and
4. dynamesh the shell to add surface details with alphas
all the secondary details that ar in the shells are sclupted part ,mostly using the lip curve and hpolish and the can bel ess polished since they are smaller and dont get noticed as much as the outside shells
i also have a big library of IMM brushes that i use for most of my joints/hydrolics/inside details etc..
i also use IMM in the beggining of the designing phase to get pop out some random shaapes to get inspired.
so finally found time to finish the back of that guy and pose him! next, asign material and comp the final image!