I think getting close is a bit subjective but I would pick one or the other. Either dead on 1 to 1 or just do your own take completely. Being somewhere in the middle is probably going to cause confusion. The worst part about a likeness is if it isn't dead on, people will view it as somewhat of a failure. Especially for a character associated with that actor. So, it comes down to what you want out of this piece. If you are trying to get people to see it as Chris Pratt, go back to the sculpt and nail it in likeness. If not, I would go back and resculpt just a unique, possibly comic based, head for this piece. Don't sort of waffle in the middle. This would be different if you were just using Chris's likeness for a competely non related character. That would be ok. But since it is Starlord, pick a direction.
I can see why being inbetween can hurt it for sure. The point of the project was definitely to make character and not the actor. I guess I leaned more toward catching the likeness too much.
I'll revisit the scupt and see about adding more to it and bring it more of comic rather then looking toward the films.
Playing with some Pre-viz and making sure some details are readable. Still some work to do but liking the re-work more. Final push on the head and then maybe seeing what I want to do with the hair or blocking out his helm.
I think the latest update is nice, great job. The face still doesn't read 'exactly' like Chris Pratt to me, but its way closer than previously. The jacket also looks badass. Nice one
Some clean up on the helmet! Hopefully I'll have the high poly done before this weekend
Still trying to figure out the best way to do the detail pipes on the side. At the moment, they are floating geo Insert Meshes but I don't think that will bake well.
Yeah I wanted to probably add some geo in the low for it so I decided last night to model the insert straight in and have the pipe details as different meshes. Think this should be fine.
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look for Swizzle's tutorial via Google. He's also posted it here somewhere on Polycount.
It's all in Zbrush, no Marvelous! Not enough funds to try it out but it looks really cool.
If you're interest Michael Knowland has a good video about sculpting clothing for the Last of Us!
Long time! Jumping into some baking! Been trying different ways of doing hair so hopefully I'll have an update with that in a bit!
Definitely going for something at least close to. Probably not, dead on 1 for 1. But I want it to be a good piece and recognizable
When you say step back and refine, do you mean the texturing or back to the sculpt?
Thanks for the input!
I'll revisit the scupt and see about adding more to it and bring it more of comic rather then looking toward the films.
Thanks for the advice!
Roughing in some helmet work. Cleaning it up throughout the week!
Nope, all made with good ol Zbrush! Check out the video above for some tips!
Some clean up on the helmet! Hopefully I'll have the high poly done before this weekend
Still trying to figure out the best way to do the detail pipes on the side. At the moment, they are floating geo Insert Meshes but I don't think that will bake well.