Hello all,
Well Ive been lurking around for quite some time now, and I finally found the courage to post here. Ive only been using max for just under a year, and low poly character modelling for about 3/4 months, and I must say, im really loving it, hope to make a good future out of it. Can I just add what an amazing forum/community this is?
Enough of the introduction, down with the nitty gritty. After watching The Evil Dead, I thought making Bruce with all his kit on would be pretty cool, so I had a go at it.
Just finished modelling it, but something overall seems to be bothering me but I cant put my finger on it, Im hoping you guys can. I would like to get the model as good as I can before I carry on with the texturing. Currently weighs in at 5762 polys.
Heres the base concept I was working of:
And heres the model:
Danko.
Replies
Vibe
But perhaps in his younger days.
I would suggest you take a look at this tutorial by Daz
http://www.daz-art.com/hi_poly_tut.htm
Yeah, it's for high poly, but you can easily apply to low poly as well.
Bruce Campbells most prominent features are his cheek bones and chin.
(I listed his cheek bones twice for some strange reason...)
Oh, as a first point, rendering against black makes it hard to see what it going on. You may find his helpful (long url):
http://www.rsart.co.uk/2006/09/21/how-to-present-your-model-in-the-best-way-possible-for-feedback/
Ok, the shape. I'm going to work in big blocks here.
The legs. He is wearing what looks like boot cut trousers. You can see this on his right leg, on the left of the picture. The thinnest part of these trousers is the knee section. The legs taper inwards until the knee, then flare our again. I would guess than in a side profile they would be a gentle curve - the material is heavy and hugs the legs until the knees. When it hits here the calve muscles kick it out at the back, and it would hang almost vertically at the front.
THe torso has an hourglass quality in your image - this is due to the shirt being bunched up where it tucks into the trousers. However your bunch extends too high - it looks like he has a plastic ring forcing it outwards. In profile he has no chest - you've modelled it falling vertically from the neck, but there is a swell there. You can see his hunkyness below the shirt where it is ripped - he has a fairly solid build.
The arms
you'll find it easier to build the arms hanging down - it's a more natural pose. Looking at the sleeve, its bunched - there is a lot of fabric there, so it will hang and be quite different from the bare arm. Shirt material is usually fairly light, so what tiy should have is one arm bigger than the other, but they are both at the same height - so any extra mass you add tot he sleeve needs to be on the underside.
I hope this helped.
First off, thanks for all the replies, all of them were pretty helpful, especially Ricks.
Ive taken on all your advice, and I think the general shape is a lot better now (Ill leave that up to you lot to decide though.). I came across a really nice picture of Bruces face in a number of positions, which helped me a lot to get the correct shape of his enormous chin and general face.
While I was at it I changed the chainsaw as well looked a bit plain. Currently the poly count is at 3486 tris. (dont ask how the polycount went from 5762 to 3486).
Hope you like, and hope to get some more great advice:
Good luck!
-Neil
You are right about the hand, and i guess the forearm needs to be a bit longer (or the shoulder/bicep shorter?).
Also i had a question which i forgot to add but you just reminded me - With the big rip in the shirt should i actually model that, or could i get away with texturing it? I think i'll have a go a modeling that.
Danko
Good luck
-Neil
you seemed to have just kept adding polys in the hope it would come right
I was actually half way through unwrapping the model, when I spotted new comments, so with that I scrapped the unwrapped and made the new changes (even though unwrapping is a pain ).
What Ive changed on the model are shortened chainsaw arm, redone the hands, shortened the bicep,made the body thinner,modelled the body which shows through the rip and some general tweaking.
With regards to the head Ruz, I found some good reference pictures of him but they are mostly showing the front, so I think Ive done my best with what I had, unless you want to add some input before I move on? But you are bang on with the mesh, to be honest I wasnt too happy with it when posting. But I have tried to give it a some what of a better mesh flow dont know if it differs much though.
Polycount is at 3618.
I think this project was a bit past my skill level, as everyone knows what he should look like and can nitpick to the very last detail, but Im going to carry on with it and see where I end up with it, then move onto some of my ideas.
Piccy:
Danko.
Also your ref is mirrored his chainsaw should be on his right hand.