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Warrior Character WIP

Hey everyone!

This is my very first attempt at using zBrush and modelling a character so any critiques would be really welcome!

I started by modelling a lowish poly version of the character in Maya, and then I took it into zBrush to just detail some of the definition :) Ignore the sculpt from the belly button down as that's where his pants start.

Front_zps9ij7d7of.png

Side_zpsoob040k7.png

Head_Side_zpslf01tthq.png

Head_Front_zpsapymqaqv.png

Back_zps29fcn6nl.png

I haven't done ears because he's wearing a helmet and I have to have it finished by next week so ears will be a task I'll tackle on my next attempt. When I get a chance I'll get some pictures with his accessories.

Thanks!

Replies

  • Jarran
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    Jarran polycounter lvl 11
    Looking good man. To me he looks a little broad though, I'd bring the top of his torso in a little. It could be that or maybe his head is too small, I'm unsure.
  • THendersonVFX
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    THendersonVFX polycounter lvl 6
    Make sure you have symmetry on when you're working, I can already see that your back muscles are differing on each side. Humans are asymmetrical, but you should model first with symmetry and then make those changes near the end of the sculpting process. Especially for games when you often need to overlap UVs for more texture space, if you have an asymmetrical character it will cause problems in your texturing process and make it difficult for riggers as well.

    Check some reference for your serratus anterior groups. Right now they look like ribs with their angle and definition, especially from the front.

    You definitely have a solid start though. Just keep tons of reference whenever you do any new character or project, as that will help you immensely.
  • DavidCruz
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    DavidCruz interpolator
    Looks like these two topic work well as far as critics go:
    http://www.polycount.com/forum/showthread.php?t=152706

    Hope that helps, if not i am sure these two guys got you covered.
  • Kaine
    Thanks guys :)

    @Jarran I'll look up some more reference to compare and try and work it out, I think it's probably him being too broad. Thanks!

    @THendersonVFX Yeah I accidently switched off symmetry when working on the teres major and delts area.. oops.. I'll make sure I keep it more symmetrical on my next attempt and just add some differences at the end.

    I completely agree that the serratus anterior and ext. obliques look like ribs haha, when I get a chance I'll redo them. Thanks so much for your help!

    @DavidCruz Any info helps :)

    Through this week I should have some more progress to post as it's due in a week :)

    Cheers!
  • PyrZern
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    PyrZern polycounter lvl 12
    Way too high res. Stay low until you get the proportions right. Stick his eyeballs in there and give him ears. They are both important landmarks. Use reference. Upper arms too short. Relax his hands, especially his thumbs.
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