- Hi! Haven't posted anything for a while
- I have been working on this one last weekend. Started with old character mesh, and reshaped it and cut new detail.
- He is some sort of warcraftish fantasy game monster, except no big teeth
- I think i will add hammer and some clothes for him later this week, have to take a small break, used whole weekend without daylight modeling in new Silo 1.4
CnC Welcome!
P.S.
- Any tips for modeling jobs? Still looking for any kind of 3d work...
- Here are the clothes. Will make better render tomorrow!
Replies
- As much time? - No offense, but i don't know what is much for you
- i don't actually know how much top pro guys use time for a character. For, me this takes 15+ hours and maybe then another 10+ hours on top of old mesh, pure polygon pulling / cutting...
- I know i can add detail in zbrush, but this time i wanted to keep result clean...
- This is actually a topic which has bothered me from time to time - i see in cgtalk and in other forums, guys talking about making hires cages in 6-8 hours... then again, most of the games don't have that many hi quality hipoly characters+clothes, neither have these guys in their galleries
- It would be actually very interesting to know how much time they use for each character in Blizzard or in Namco (tekken5 hires character...), i kinda guess the process isn't linear, but anyway
But its pretty much Brock Lesnar with an orc head lol
I'd the hands!, how have you set the mesh up to deform? if you plan to animate him that is!
Good luck
Show
- Hehe! - nope, but he has very slanted eyes - i think it gives the impression when you don't see iris
gauss:
- I glad to head that... that is something i have tried to work on! - i have noticed that i still have to do some work on this area a lot... i work a lot on curvature of model, and use most of my modeling time tweaking mesh up and down, after the topology is "ok"
- Another thing is the overall pose.... how characters stand and how heavy their arms feel... i would like to learn this better... I think BOBO is really good at this - he should do some hires chars too
- Kolby Jukes is also really amazing.... been looking his images a lot
Showster:
"Brock Lesnar" - Hehe!
- I'm working on clothes, will post image later when i get it more finished...
Scott
Many of the forms seem a bit soft & underdetailed. I'd say Zbrush him up a bit. Add some irregularity & surface detail.
nippalz!
BTW SS Excellent very excellent job on the armor.. i can't wait to see the full textured project
:-=Warhead=-
- I hope I had zillion hours of time to waste - Just used 2 hours last night for importing the mesh to 3dsmax.... i also set smoothing groups to all 50 objects
- i think i will change smoothing groups to micro bevels, to get proper curved edges/bumps to leatherbelts...
- i think i will have to do something to render setup, this one takes 1hours for GI preprocessing...
- Also forgot to activate hand morph - that is the reason for hand not holding the hammer properly....
And wow lol 1hour for GI processing is a long time ..
Well.. Good luck with the smoothing groups and all
He looks very cool now with the extra equipment and detail though. Would be fun to generate a normal-map from that guy. Say, 5000 triangles for the lowpoly, and a couple of 1024x1024 maps, it would probably look great with a good specular and diffuse map!
Nice work!
MoP
Look at your guys knee caps..
Their a little to boxy for me.. I think you should make them a little bit bigger and maybe a bit more round
-EDIT- He dosen't have any nipples..
-Edit- Also an idea.. maybe you could give him a cool helmet.. and i hope thats not a pony tail .. If it is i would say take it off because i hate guy ponytails lol.. but whatever floats your boat
Mop and Scott, I don't know what your talking about when you say the muscles look to normal.. To me they look excellent.. one buff orc
- Yes, toes and knees are updated!
"pony tail"
- Hehe
Belt and armor edge bevels:
Knee and toe fixes:
Wireframe:
the muscles made very good