Hey , i had such a fun week at work i actually decided to have some fun modeling at home.
This is at about 4 hours, i started from a box too , which is very unlike me, obviously there is a load of optimising to be done... hes about 5k tris. Gonna take him into zbrush now for a bit of extra fun!
Replies
I think the head needs some attention, and it isn't quite clear from the model what's going on with it's abdomen. Weapon, maybe, could use a little more complexity in it's shape.
Legs are broken
Delts are non existant from the front, and the pec are too high.
Biceps too small, and triceps MUCH too small.
It has no waist -just a chest and stomach with legs attached.
Like Rick says, the legs are really weird and broken (lack of balance and wouldn't really walk well with backwards joints), the musculature around the upper body is a bit weird.
i also think the proportions and pose in general could do with tweaking to make him seem more dynamic.
i did a quick paintover, sorry about the poor quality, but i only have a mouse here.
basically narrowed his shoulders down, went for a more accurate mesh shape around the shoulders, arm and pecs, to make the mesh flow closer to real anatomy, should make it easier to zbrush too.
this is my reference
I will have to spend lots more time on the zbrush side , then more still.
I do think the valleys in the muscles look a bit too scooped out, and biceps just don't look like that.. but this is WIP, so I'm sure you'll tighten up those areas. Awesome translation from the Doom2 version though!
Apart from the crits given by others, the only thing I'd like to see on this guy (even though it might be deviating from the reference a little) is a more disfigured hand. In the low(er)-poly version that hand looks a little too human for such a monstrous thing. I see you've added some detail to the hand and knuckles in Zbrush, but I would add some claws and perhaps thicker, more gnarled fingers in the low-poly mesh.
Otherwise, going very well, can't wait to see him textured!
Thanks for all the crits guys.
Tonight i completely re-made ethe head using proper ref of a bulls skull , and still pushing it toward the original cyber demon look.
Next im going to remodel the body and use a much higher poly mesh before entering zbrush.
Here is the real head:
Very goat like.
Here is the box art:
See? Very apelike
I suggest that you maybe push it towards a reimagined version rather than a slavish copy. Its a cyber demon, so take some demon, take some cybers and add 1 level teaspoon of yeast.
Take a goats head, beef it up, rip the flesh off the front. leave the eyes on the side of the head but sew up the sockets and use some cybers to build cyboeyes.
...and go and get me some bacon sandwiches as i may have a tinkle too much bourbon last night.
Now come and help me setup silos interface.
Ive only been working on the left hand side of this tonight , but i feel ive made some good progress in the structure, especially round the legs. Im going to mirror the torso and upper arm and leg to the other side , then go on to some techy bits. Im definately going to bend the arms slightly now too. just to make the pose more natural before rigging.
Thanks again for the comments guys.
I totally suggest you go with your own thing a bit more. I think the original design is a little weak now.. and I am sure you can push it further
I did some quick renders just for fun, its no where near the zbrush stage or unwrap/texturing etc...
did a tiny bit nore to this after i took the shot, i have mainly tweeked shape and proportions tonight. i still need to model the mechanical parts/wires all over the body, and tweek some small areas like the chest and head..... left arm ..... the hand needs completely rebuilding... again, i feel its heading in the right direction , but so much to do still.
Hands/arms are feeling a bit puny compared to the thickness and size of his legs and torso - I think you should beef up the forearms and hands, and possibly the upper arms too.
I think the amount that the deltoid is sticking up from the shoulder now is a little too pronounced, it should be smoother in line up towards the neck, not bubbling out like that. Makes it look a little fake.
Keep it up though, it's improving in leaps and bounds!
looking way better though, i like the new head.
See?
As for the eyes, "where we're going, you won't need eyes to see". Stich them up. Think demon.
Oh, and the neck seems - dunno, it seems perhaps to ramrod straight - I know you'll be rigging it, but you might want to pull the head forward a little.
Beef up the triceps a little.
Offset the height of the calf muscles a little, make the one on the outside a little longer and the one on the inside fatter.
Really not too sure about that area, Think im gonna make it mostly bone and metal...
Sorry cheapy, not that sort of bone.
And his legs look off still, a little unbalanced.
Have you got any beer?
Its not quite finnished. im still working on ome areas putting in details before taking it to a normal map.
Rooster : Yeah, i figured i would zbrush em in , and then model some seperately in max over the top to give more depth. There will be some more wires and other detail parts i will add later too. I might go back and remodel the hand in max then stick that on later.
Gordon : certainly will do mate. i think im going to map the tech bits seperately and keep most of them as seperate elements in the mesh, i can tweek detail and bake normals onto them seperate from the skin areas later.
Ill probly pull some of the verts in in places for the sake of the silhouette. Just got to work on modeling into those tech bits a little now , and mapping those out to the low poly versions.