I am specifically sculpting Spiderman with a physique similar to the PS4 Spiderman game.
Spiderman PS4 Physique by Xavier Coelho-Kostolny, Art Direction: Jacinda Chew, Lead Character Artist: Gavin Goulden
Progress
Day 1 of Sculpting - 1-9-2020
Blocking in the character
Day 2 of Sculpting - 1-10-2020
(Blocking in the character, worked more on the arms and legs)
Day 3 of Sculpting - 1-11-2020
(Continuing to block in the body and begin blocking in hands).
Day 4 of Sculpting - 1-12-2020
(Continuing to block in the body)
Day 5 of sculpting – 1-13-2020
(Continuing to block the body, and made Spiderman’s eyes)
Day 6 of Sculpting- 1-14-2020
(Refining muscles and smoothing bumpiness on the character)
Day 7 of Sculpting - 1-15-2020
Day 8 of Sculpting - 1-16-2020
(Working on refining the chest, hands, and overall anatomy)
(Working on detailing the hands)
Day 9 of Sculpting – 1-17-2020
(continuing to work on the musculature)
(Continuing to detail the hands and work on the shoes)
Day 10 of Sculpting – 1-18-2020
(Today I continued refine the arms, face structure, chest, clavicles, and deltoids. Another important change is that I began thinning out the legs because I found them to be too muscular)
(Refining the arm musculature and face structure)
Day 11 of Sculpting – 1-19-2020
(Refining body continues – Legs are now longer and leaned out more).
(Hands are also getting refined)
Legs
muscles have been thinned out to have a leaner, agile appeal)
Day 12 of Sculpting – 1-20-2020
Today I spent most of the day working on refining the legs, chest, clavicles, and experimenting with altering the shape of the head/eyes but reverted back to how it was (since I did not like the way it looked when I tried something else). Later at night I began masking out the symbiote symbol.
Close up of the symbiote symbol
(Refining the legs)
Day 13 of Sculpting – 1-22-2020
Today I worked on the legs and feet more. I am arching the shoes a bit more and am trying to improve the anatomy. I have now begun two other classes in school so I unfortunately have to divide my work hours to all three classes (so no more working on Spiderman all day).
Day 14 of
Sculpting - 1-23-2020
Continuing to work on the legs and feet
Day 15 of Sculpting – 1-24-2020
Back of the arms
Continuing to work
on the legs – I smoothed out the muscles and arched the feet
Day 16 of Sculpting – 1-28-2020
I finalized the edges of the symbiote logo before extracting
Day 17 of Sculpting – 1-29-2020
Today I continued to refine Spiderman’s anatomy by rounding out the deltoids, adjusting the abdominal muscles, and refining the back muscles.
Day 18 of Sculpting - 1-30-2020
Today I finalized the symbiote logo and extracted the mask out. I continued to refine the overall anatomy (legs, chest, back, and shoulders). Additionally, I began doing some priliminary polypaint.
Close up of the symbiote logo
Close up of the symbiote logo
Back view of the symbiote logo
Day 19 – February 5th, 2020
Texturing
Back
view of updated textures
Close up of textures
Day 20 of Sculpting – February 6th, 2020
Today I worked on polishing the hands, legs, and feet
Close up of feet
Day 21 of Sculpting – February 12th, 2020
Today I worked on adjusting Spiderman’s hands. I focused on elongating the fingers (to give them a less stubby look), and overall tried to improve the anatomy. I also worked on texturing the body, and Spidey has his web shooter’s on top of his hands now.
Close up of Spiderman
Close up of hands
Close up of textured hand with web-shooter
Day 22 – February 13th, 2020
Turn-around of Spiderman’s hand painted textures
Close up - Front
Close up – Back
Updated hand textures
Day 23 - February 14th, 2020
Continuing to finalize the polypaint textures
Day 24 – February 15th, 2020
Continuing to finalize the polypaint textures
Begin Retopologizing
Day 25 – February 16th, 2020
Finalized Polypaint
Close up – Quarter shot
Close up - Back
Retopologized more - legs and feet are done, polish required
Day 26 – February 17th, 2020
Finished retopology,
UV’s done
Day 27 – February 18th, 2020
Polypaint textures projected on to low poly model in Maya. The next step is to enhance the Polypaint texture in Substance Painter.
Texturing in Substance
Day 28 – February 19th, 2020
Today I spent more time texturing in substance and also fixed topology that needed adjustments.
This was a problem I encountered, and I found a fix for it. The Normal map’s setting was set to “auto” by default, and texture seams were visible with the normal map. Changing the normal map’s settings to “sRGB” got rid of the seams.
Day 29-34 – February 20th – 24th, 2020
The character’s topology is finalized, substance painter textures are complete, and is in Unreal with an idle, walking, running, and jumping animation. All that is left to do is finish my platform for the turntable
Day 35-38 – February 25th – 27th, 2020
Finished 3D Character model for Black-Suit Spiderman in Unreal
Close up shot of finished 3D Character model for Black-Suit Spiderman in Unreal
Programs I am using for
this project –
Zbrush
Maya
Adobe Photoshop
Substance Painter
Unreal Engine
Adobe After Effects
Replies
The legs look a little thick on the 45 deg view. The foot shape looks a little odd (no inner arches and foot profile quite flat). Thigh muscles look a bit weird and the amount of detail trails off from knee to foot and from knee to groin. The leg shape looks a bit off.
Thank you
What looks a little weird to me is the anatomy looks like its drawn on as opposed to actual mass. Here is a leg shot example. Daz3D is a great ref. This is just the legs but you could use it for the rest of yr character as well.
Cheerio.
If I were going for the comic book version, the muscles would pop out more for sure. However, the ps4 has the muscles not as visible/defined through the suit. The figure for ps4 spiderman has defined muscles, but once you throw the suit on, you lose some of that definition. I'm just going to continue working and hopeully in the end it tursn out nicely +1:
Edit - The issue was the images I were trying to upload were too high res. I lowered the resolution and it worked.
Reply each time you have something substantial for us to review. Not every little tiny edit.
Use JPG format, not PNG, and limit resolution to under 2k.