too much bleach and gantz over the last few days lead to him. might swap the blue and yellow round on his jacket, or change the blue to something different.
I like him. Simple and stylish. He does perhaps look a bit well dressed for a rank and file trooper though, particularly one on the battlefield. He'd have fit well into the Generals comp. I suppose if he was a marine on a spaceship (or some other form of super futuristic typed ship) he might have the fancy dress uniform.
Something to consider. The concept does work really well though.
I like it a lot, but I'm a little confused about the left picture it looks like the sword is part of his hand, while the right picture has him holding it. I initially thought this was the same concept from each side but I'm guessing that it's two different ones ? just to be sure
jack, he's a defender, or at least thats the excuse i'm going with. i figure that way he'll have a fancier uniform as he'd have to fit in if there was any high ranking officials about at whatever he's guarding. he'd be the one on giant space cruisers quietly standing by the door.
bounch, yep, it's just one character. mirrored him so i could get a better look at what would be on the other side, without trying to squeeze it into what little space i gave myself.
Love it from the waist up. I think his legs could use some polishing to refine the forms, especially the feet and calf area. Try bringing the regality of his upper body and head into that area.
marine: he's the captain of the SS SEXY. i like what's going on--my only suggestion would be to try some knee-high boots like you see on napoleonic-era dragoons. i think it'd help push the 'regal' look thats figuring so prominently in this design.
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marine: he's the captain of the SS SEXY. i like what's going on--my only suggestion would be to try some knee-high boots like you see on napoleonic-era dragoons. i think it'd help push the 'regal' look thats figuring so prominently in this design.
I like the concept, its a pretty cool idea but the stark white background is washing everything out. Maybe my eyes are just screwed up but a grey background always seems more neutral and does not wash things out.
Now I actually see the brown and blue, before I didn't.
yeah, the white makes everything else too dark. i started on a dark grey background when i was doing the sketch, then made it white when i did the colours which are just multiply layers. probably would have been smarter to set the sketch to multiply instead.
i actually really like this concept, but you seem to have lost a lot of his sleek elegance and strong posture in transferring it to 3d.
his face looks much more generic now, and he generally feels kinda chunky and lumpy rather than slick and smart
i'd say just stick to your concept as closely as possible, just keep switching between a 3d viewport at the same angle as the original sketch, and your concept, you should be able to see which areas are off, and refine those.
I actually think this guy would work really well just as a straight low-poly model with a nice painterly diffuse texture, rather than a full-on highpoly model... probably faster too
anyway, keep it up, hope he comes out looking as good as he started
Im lovin the concept. Lots of character and has a futureistic look, although not hyper super techy/glowy like alot of entries. However, i must agree with Mop on the transfer to 3d. I know the model is still early but might i suggest sketching yourself out a model sheet with front and side views in the same style as your concept.
Lots of potential and g/l
yeah I agree with Mop here, but I don't want to stress it too heavily since if you're anything like me you'll get your basic stuff down and then work it towards the concept- looks like a decent start if thats the case :]
he's going to be a lot slimmer and sleeker as i move on to the jacket and pants. what little i've done on the jacket so far removed a lot of the bulk from it, and i brought the collar in too. agree about the face being a bit generic, can easily smoothen it and reshape so it's longer and slimmer like the concept. not sure if i should keep the blue eyes or go for greentooth eyes.
mop, no way in hell am i just going low poly and diffuse, after my last abysmal normal map attempt, i'm going to finish this fucker
That looks completely different to the (very nice) concept. His head is too big, and the sleek elegance of the concept is gone. Try lengthening the torso, and reducing the bulk of his trapezius(neck) muscles a bit. But my best advice would be to just look at your concept (which is very nice), not that the model is bad...
Motion seconded. The torso could definately be lengthened. I think the head is the biggest problem. Reduce that in size, and I think the rest of it will fall into place accordingly.
since i'm way off target with the scale, i fudged with it a bit and dropped concept by the side for reference. looks closer to me, i'll widen his chest a bit and slim it down, pull his shoulders up and shorten the legs later. anything else i'm missing?
coming on nicely m8 :] I wouldnt be too hasty about shortening the legs, I think its good for the long elegant look of him. maybe pull in the very top of the thighs just slightly?
i definitely think he's coming along strongly. while it'll be good to keep close to the specific hallmarks of the concept, i wouldn't feel too strongly obliged to mimic them, since the concept is actually pretty basic. but keep working on it man, i want to see a finished entry in a timely fashion out of you, mister.
mostly scale tweaks, but now he's got his belt, jacket and boot things.
the pictures a little out of date, since then i've done the loose fitting boots and thickened the edging on the jacket.
still got hands, jacket strap things, thigh strap things, bracer, shoulder guard and glowy bits to go. might change the sword and pokey thing to a polearm.
your torso seems a bit too long and your legs could use some legth to balance hte concept more. maybe raising the knees would also be better
the hands look like they got sandwiched, i think your thumb starts a bit too far back relative to the other fingers and the fingers themselves should have segments that progressively reduce in size towards the tip.
Hands are also almost never flat and have a nice curvature with hte middle finger being positioned on a higher plane than the rest. You also seem to be missing the meaty part of the palm towards the wrist, it starts with the thumb and that's how your forearm gets volume from it's wrist, from the flat hand to the cylindrical shape of the forearm.
thanks for the kind words, guys.
i didn't tweak the high poly, fuse, might tweak the low poly if i remember too.
started low poly, still need to add belt, drop the count lower, combine and arrange the uvs, bake the final normal maps and finish the lance. and texture. and pose. and build a base.
I think this one has scads of "class" potential. The concepts vibe from the Marine gave me the impression of a rock solid warior without being outspoken.
It IS too bad. I would have liked very much to see this one evolve further.
Replies
Something to consider. The concept does work really well though.
bounch, yep, it's just one character. mirrored him so i could get a better look at what would be on the other side, without trying to squeeze it into what little space i gave myself.
marine: he's the captain of the SS SEXY. i like what's going on--my only suggestion would be to try some knee-high boots like you see on napoleonic-era dragoons. i think it'd help push the 'regal' look thats figuring so prominently in this design.
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Gauss is captain of the SS Homoerotica.
gave him boots, think i'll have to change the coat tails to blue so the blue on the boots doesn't look so out of place
Now I actually see the brown and blue, before I didn't.
cut the hands off, they were waaaaay too small. i'll give him some gloves to match his boots that way i can spend more time tweaking their size.
his face looks much more generic now, and he generally feels kinda chunky and lumpy rather than slick and smart
i'd say just stick to your concept as closely as possible, just keep switching between a 3d viewport at the same angle as the original sketch, and your concept, you should be able to see which areas are off, and refine those.
I actually think this guy would work really well just as a straight low-poly model with a nice painterly diffuse texture, rather than a full-on highpoly model... probably faster too
anyway, keep it up, hope he comes out looking as good as he started
Lots of potential and g/l
mop, no way in hell am i just going low poly and diffuse, after my last abysmal normal map attempt, i'm going to finish this fucker
just building up the body, then i can export one of the lower levels and build the jacket low poly mesh from that and mudbox it over the body.
-Dread_reaper
since i'm way off target with the scale, i fudged with it a bit and dropped concept by the side for reference. looks closer to me, i'll widen his chest a bit and slim it down, pull his shoulders up and shorten the legs later. anything else i'm missing?
Such a classy uniform design however. I hope to see the end result have that same classyness you managed in the concept.
mostly scale tweaks, but now he's got his belt, jacket and boot things.
the pictures a little out of date, since then i've done the loose fitting boots and thickened the edging on the jacket.
still got hands, jacket strap things, thigh strap things, bracer, shoulder guard and glowy bits to go. might change the sword and pokey thing to a polearm.
think i'll hand paint the jacket straps but model the pants and boot designy bits.
the hands look like they got sandwiched, i think your thumb starts a bit too far back relative to the other fingers and the fingers themselves should have segments that progressively reduce in size towards the tip.
Hands are also almost never flat and have a nice curvature with hte middle finger being positioned on a higher plane than the rest. You also seem to be missing the meaty part of the palm towards the wrist, it starts with the thumb and that's how your forearm gets volume from it's wrist, from the flat hand to the cylindrical shape of the forearm.
so far so good! lots of style in this one !
<Marine> you should post again, eq, make sure everyone knows how awesome i am
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Quoting for truth
i didn't tweak the high poly, fuse, might tweak the low poly if i remember too.
started low poly, still need to add belt, drop the count lower, combine and arrange the uvs, bake the final normal maps and finish the lance. and texture. and pose. and build a base.
going to keep the blue eyes, they look bad ass.
Consider a little Nikolai Dante.
Watch those womenly hips!
things i learned.
simple design + normals = crap
simple design + huge ass map = soul crushing
going to do a monster next, actually make use of the advantages of normals and big maps.
Better luck next time
It IS too bad. I would have liked very much to see this one evolve further.