Better late than never. With the prospect of our company going out of business any second, motivation to get some new portfolio-fodder has ramped up a notch.
Anyhoo, just a first bit of noodling around. Going for a close combat specialist with a bit of a gladiator feel.
<font color="red"> </font> **UPDATE 28/02/07**
Replies
-caseyjones
Pretty much finished detailing the organic bits, give or take a fingernail or two, the horns and fixing up the neck/collarbone join. Only the head and bits of arm need the full works, but it's hard to resist detailing the rest (I'm totally in love with Mudbox now, this is my first real crack at it on a full model).Crits welcome at this stage.
-Gauss : Yeah, definitely agreed. Some of the problems will be resolved with the materials used, but overall he does need teched-up a bit.
-Clee101 : I'm not quite sure I follow you. My workflow is to build an all-quad base mesh in Silo, sculpt it up in Mud, add any hard surface doodads, again modelled in Silo. Finally, I'll export a mid-level of detail from the sculpted mesh (something workable in other programs), and re-topologize it in Silo to make the final in-game mesh. That will be the one that gets UV mapped.
As for your model, it is looking great. Good structure and anatomy, tho I think the shoulder and arm area(where the biceps meet the pecks) could use a bit more definition. Also, I think the horns look the same shape all throughout. Maybe if you can give it some thickness where it meets the head. Could also use a bit of chipped and war-beaten non-symetrical details on the horns so that it wont look so perfect and clean. Other than that, its looking great, cant wait to see the tech armor stuff.
Other than that it's looking Great.