Hey folks this is my first post in this awesome forum. So im working on this stylized superman. Gonna take him through zbrush later when i have got the topology sorted out. So come on give me all your tips on topology.
It's looking good, I especially like the hands.
If you plan on taking this into zbrush, I reccomend getting rid of some of those triangles, especially the one on the hairline and by the pecs aswell as the one on the jawline, those are gonna pinch badly in zbrush.
You dont have to worry about the topology too much if your'e gonna take it into zbrush, just make sure there aren't many triangles. Dense, fancy topologies can even lead to problems in zbrush.
Looks very nice! Only problem I can see is with your concept art... superman doesn't wear glasses, Clark Kent does... if anyone sees Sup wearing glasses, it'll blow his cover for sure!
yupp and thats kind of the meaning with the whole concept. Everyone knows he is superman but doesnt care :> Will try to get the mesh as ready as possible for uvmapping and zbrush today.
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yupp and thats kind of the meaning with the whole concept. Everyone knows he is superman but doesnt care :> Will try to get the mesh as ready as possible for uvmapping and zbrush today.
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in that case he just would never wear glasses at all,, its not like he needs them to see, they are aprt of the disguise, if he just didnt care if people knew.. he would just not wear them as clark kent,
I don't know much about anatomy, but there seems to be an overly harsh edge between those neck muscles and the shoulder. I realize that the bulging muscles are a stylistic choice, but I don't think it works as is.
Also, you haven't yet mentioned restrictions. What sort of polycount/texture size are you shooting for? I think there's a lot of room for optimization.
The torso UVs are lookin pretty bad. You can see the checkerboard pattern varying a bit much from the stomach to pecs to arms to back. It looks like you definitely used an auto UV feature, which worked alright, but needs some major tweaks.
unfold 3ds pretty good, but you need to think where the seams etc go befor you export, plus it doesnt like overlapping vertexes, or meshes in seperate bits but its good for free, if you dont have max8
I disagree that the face is too small in area right now, I dont think that's the problem. remember that the entire area of the face can fit under one spread hand.
that said, the neck is seeming a bit too exaggerated and turkey-ish, and like shepeiro said the nose could use some more weight. the primary problem is the space between the features (particularly the eye) and the ear. there's way too much space there, it's like his face is being pulled away from the back of his head. hard to tell if this is a problem that was present in your pre-zbrush model.
would consider cutting down on the nose-to-lip creases (nasolabial???) and the upper lip, to keep him young and super.
Your sterno-mastoid (neck muscle) is not correct, they don't end at the jaw like that, they end more behind the ear. Plus they're much to narrow for a brute his size. Keep going
big improvement. it still sort of looks like a man wearing a mask, though. Hard to tell from the angles, but I think his skull might be too long. I'd like to see his nose get a little bigger; consequently moving his mouth down further. make his ears bigger and maybe move them forward?
oh, and i think he needs thicker wrists. really make him feel powerful.
hmm... he could use a lot more definition. some hard edges in there would be nice as well. I wouldn't bother with the fine details, pores and such, until you get all the major stuff done.
Looking promising, the hands look pretty good, but the face is way out proportionatly- you'll find that it's 2 eyeball widths from the outer corner of the eye to the ear, yours seem to be nearly 3. Also his nose is really looking dodgy around the nostril area, it gives me the imrpession that they're being hung on hooks. Are you using refs for the face proportions/shapes?
And yeah, it's better to sort out the volumes before adding the small stuff like stubble and pores, it just becomes a ball ache later on
so ive moved on to texturing. I feel that i can keep on doing the high poly for ever and miss the whole point of this project or just keep on and get something out of it. Therefore im texturing now. I've got the normal maps out of zbrush with only some small glitches which i fix in photoshop. So this is what i have done to the head with JI styles's skinshader.
Very nice work ! only thing i find weird right now is some shadows in the shoulder area,and the "S" sign on the cape (but since it's still wip i guess you are still working on it ..)
what i especially like about it is the face that you redesigned him the way i always though he was : basically a simple minded big brawned hero
Replies
If you plan on taking this into zbrush, I reccomend getting rid of some of those triangles, especially the one on the hairline and by the pecs aswell as the one on the jawline, those are gonna pinch badly in zbrush.
You dont have to worry about the topology too much if your'e gonna take it into zbrush, just make sure there aren't many triangles. Dense, fancy topologies can even lead to problems in zbrush.
yupp and thats kind of the meaning with the whole concept. Everyone knows he is superman but doesnt care :> Will try to get the mesh as ready as possible for uvmapping and zbrush today.
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in that case he just would never wear glasses at all,, its not like he needs them to see, they are aprt of the disguise, if he just didnt care if people knew.. he would just not wear them as clark kent,
I don't know much about anatomy, but there seems to be an overly harsh edge between those neck muscles and the shoulder. I realize that the bulging muscles are a stylistic choice, but I don't think it works as is.
Also, you haven't yet mentioned restrictions. What sort of polycount/texture size are you shooting for? I think there's a lot of room for optimization.
this is what ive got.
whole face is sqeezed onto ront bottom quater give it more room
esp the nose its too small at present.
the neck looks saggy too.
that said, the neck is seeming a bit too exaggerated and turkey-ish, and like shepeiro said the nose could use some more weight. the primary problem is the space between the features (particularly the eye) and the ear. there's way too much space there, it's like his face is being pulled away from the back of his head. hard to tell if this is a problem that was present in your pre-zbrush model.
would consider cutting down on the nose-to-lip creases (nasolabial???) and the upper lip, to keep him young and super.
~t
oh, and i think he needs thicker wrists. really make him feel powerful.
And yeah, it's better to sort out the volumes before adding the small stuff like stubble and pores, it just becomes a ball ache later on
boy hes a bruiser
bicep muscles looking a bit odd as it approaches the elbow?
i want to see a cape
Here is a little cape
hm i don't know... the biceps appear to be better in this later render, it could just be the angle/lighting.
what i especially like about it is the face that you redesigned him the way i always though he was : basically a simple minded big brawned hero
Nice work though
Lol he looks like Joey from Friends:
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hahha, I had thought the same thing.