Hi all, this my first post here but I know that on this board there are a lot of talented people.I hope you can help me with my current model. I'm going to model Captain America and I wanna use this work to do my first normal mapped character. I started the high poly model and this is what I have got so far.
Comments and suggestion are really appreciated, thanks.
-Fabio
Replies
The transition between the ribcage and the pelvis looks wrong... I realize it's still in progress but I think your legs start to high also. And give him a "package"! It looks like he has a vagina.... and a pretty bad "front wedgie" at that.
Allso with JO420 the crotch area looks a little misshapend..
Overall its pretty good.. the next muscles are very good
I'll post new images tonight.
Thanks for the help
No really big changes but I modified the chest muscles and the croch area.
Dekard: the men in the references are not naked, if they were women... but not men
I'm going to model whole body to practice modeling and muscles definition, then I'll change the model adding accessories and all the other stuff to make him looks like Captain America.
I have completed the first pass on the body, still a lot of details to add(the head, boots,hands,etc), but anyway here it is:
cool. now make it look like captain america.
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some people have said that it has too much muscles, so I'm posting the images that I'm using as references.
I changed a little bit the pectoral, added the boots and shorts but I have to create the folds.
I'm also posting the side view so you can view the depth.
Update:
Daz: do you think it is ok now?
Something still feels a little odd about the chest/stomach area. For me, it seems like the chest should be down a little further. The nipples should also seem like they should be closer to the center, but then again, I'm not ripped, so I don't know where the nipples go when you work out a lot
I have changed a little bit the pectoral and removed the nipples because usually they are not visible under the overalls.
The colors are just to see how it looks like
Now I'll work on the low poly and the details.
notman: thanks man.
Satan Fish: what do you mean with smooting the leg muscles into the boots?
The reference pics also show what looks like a more chiseled, square look to the features on his head than what you have.
- If it where my model (and its not) I would really slim down the Latissimus dorsi or the muslce that goes from the ribs to the armpit. From the back view it gives him a hulk or jugernaught look. It looks way over developed and throws off the siloette of the model.
- I would also slim down his face and move his eyes a smidge lower.
- I would move his legs/knees closer together. I understand it makes it hard to work on a model when parts start to get close together but he looks pretty bow legged.
- I would also bulk up the heal part of his hands and give his wrists some thickness. If he has been working on his Latissimus his forearms and hands would naturally bulk up also.
I did a paint over to show how I would change the silloette of the model.
I changed a little bit the model here and there following your suggestions. I'm working on the low poly right now and I hope to complete also the unwrap by tomorrow.
This is the low poly mesh:
the normal mapped version:
the normal map(without the wings):
and some details to show the errors:
I have mirrored only the lower boots,the gloves and the small wings in the mask.To avoid errors during the normal map generation I moved the mirrored parts outside the uv space like someone suggested in some thread on the forum.Any advice to solve these issues is really appreciated, thanks a lot.
I think that the problems with the boots and gloves depend from the inside that is modelled in the lowpoly but I don't know why for example the belt looks so bad.
I solved the most part of the problem with the normal map and I added the shield and started the texture. It's only a base and I wanna try to add the details to the normal map using the photoshop plugin.
Left = NEW
Right = OLD
http://chrisholden.net/captainwip09copy.jpg
Personally, I think you should make the feet stronger by giving them a thicker booted look. While this may be off exact Captain America, it could help this character overall as a normal mapped scene. You could also get more out of the gloves, shield and belt. The knee and surrounding area look good, taking advantage of the normal map. It'd be great to see more of that strength in detail used more consistently.
JO420: if you look I have posted an image with different versions of captain america,with and without scales,with different clothes,etc.The original version has no scales and I went for that.
About 60% texture done.