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Scarface WIP

polycounter lvl 18
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demoncage polycounter lvl 18
Hey,

Been working with this character and the weapon on and off for 1 1/2 weeks or so. I'm aiming for around 4,ooo polys. The suit, shoes, and hands just have standard max materials so no texturing there yet.

Crits welcome.

Thanks.

http://www.ent3d.com/scarface4.jpg http://www.ent3d.com/scarface5.jpg http://www.ent3d.com/scarface3.jpg http://www.ent3d.com/m16.jpg

Homepage: www.ent3d.com
Email: erik@ent3d.com

Replies

  • lkraan
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    lkraan polycounter lvl 18
    Fun idea to model him with his little friend.

    Very good likeness of him.
    His face should be a little bit less long (or wider).
    alpacino_scarface_240_001.jpg

    Something with the anatomy of his body seems off. Can't put my finger on it and maybe it's just because his jacket and suit pants and very straight which could be a little bit more loose. He does look a bit too skinny.

    pacino-al-photo-al-pacino-6200189.jpg

    You should check out Poop's tutorial on limb deformation to make sure that you won't run into problems with his elbows and knees.
    http://boards.polycount.net/showflat.php?Cat=0&Number=30519&an=0&page=0#30519
  • demoncage
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    demoncage polycounter lvl 18
    Thanks for the crits lkraan. You're right, my version is comparitively narrow.

    I'll try and throw in some wobblies into the suit, or maybe texture work would take care of it. I'll experiment.

    Forgot this pic last time: scarface_flat.jpg
  • Silva_Spoon
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    Silva_Spoon polycounter lvl 18
    "You wanna play ruff?... Say hello to my lil'friend!"

    I love it so far you got a pretty good likeness to Pacino. The texture sheet looks more like him then when its applied to the model. Tug those verts around and see what you come up with.
  • demoncage
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    demoncage polycounter lvl 18
    Silva Thanks for the feedback. Like you both said, I need to play around with the head structure a little more. Here's an update: scarface4.jpg Played around with the skin tone, tweeked the UV's, shrunk his irises, and tightened up some of the facial anatomy. I've sized down the texture to 256x256 as this is what it needs to be.

    I think its starting to resemble him more. What do you guys think? Obviously I need to do something about that bowlcut.

    Later.
  • usagi
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    usagi polycounter lvl 18
    the arms and legs have way too many sides, its a pretty good likeness i think that using alphas for the hair over his forehead would be a good idea, instead of a solid chunk of hair. i think the whites of his eyes should be a bit more white. good work though
  • demoncage
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    demoncage polycounter lvl 18
    Thanks Usagi.

    Yeah, I was planning on using an alpha for the hair to push slightly to one side and get some strands going. About the polys in the limbs, i'm aiming for 4,000 polys so I just couldn't see keeping them at eight sides as being appropriate.
  • usagi
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    usagi polycounter lvl 18
    then id suggest adding some more detail elsewhere, add a collar bone, maybe some more detail in his hands, adn fix his pants around his ankles. put those polies to good use
  • Idane
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    Idane polycounter lvl 18
    Here is a crappy paint over I did editing what I think would make it look a whole lot better

    scarfacepaintover6nn.jpg
  • Daz
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    Daz polycounter lvl 18
    Very damn cool Erik! You have the cheekbones nailed.

    I agree with some earlier comments about your Pacino face feeling too long, but Im not sure I would go as far as Idanes paintover there. It feels a very long way from this:

    scarface.jpg

    Heres how I tend to nail a likeness:
    Get yourself 3 types of reference that serve different purposes.

    1) dimensional reference of the actors face.
    Get an actual front ortho of the actor as perpendicular to camera with as little perspective distortion as possible. Do the same with a side. This is good for a front, but allow for youth:
    http://www.maximumwall.com/gsm_celebrites_masculine/data/3/11al_pacino_105.jpg

    2) Bonestructure reference.
    Diffuse dramatic lighting reference for bonestructure. This helps you define the undulations in the surface of the face. Black and white works well here. eg ( copy url and paste into browser ) :
    http://dagmar.punt.nl/upload/!paci.jpg

    3) 'character' reference. i.e how the actor looks in character. The actual hairstyle/makeup/outfit worn for the character. e.g: http://www.posterandprintgallery.com/internet%20pic/scarface.jpg
    http://www.artprints.com/images/discimages/large/10103258.jpg

    Hope this helps. I can tell this is gonna be awesome. The texure looks absolutely spot on to Pacino. You just gotta get the geo to match smile.gif
  • EarthQuake
    yes, way too many sides and not enough actual detail on the body, everything is just straight lines. Its rare that you would ever notice a difference between 8 and 16 sides in game anyway. I would model in some cloth folds and such to break up all the straight lines. And i dont think idane's paintover looks more like him at all, too me it looks less like him what you already have is a pretty decent likeness.
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