edit: concept!
This is something i did yesterday.
I had a quick go at sculpting the head (topology of which is sculpting-base, not final geometry), which turned out okay i think.
Obviously the hands are still pretty high in polycount compared to the rest of him, but i decided to just make a mid-poly hand for general usage, which i could then simplify for this model. I could definitely use the practice, i'm terrible at hands.
I hope the images are clear enough.
I'll post some close-ups of the hands seperately, and i'll get the concept online as well.
edit: I thought i'd mention that the body is not sculpt-ready. This is supposed to be the lowpoly.
discuss!
Replies
keep it up!
Looking mighty good to me - not emo in the slightest :P
Just kidding. It's looking very promising! Loving the head.
@ Japhir: He already said that himself and said why, read
Ironhawk: nope. Sounds like a pretty good idea though, as long as it *does subdivide, but just keeps the edges in the same spot. I'll try that in a bit.
We need a silo2 tips thread!
Pior: Just wait untill i add the emo-bangs, sXe crosses and fleshtunnels. Maybe even some of those 'classic' uv-checkerboards.
Take a model select all edges then crease em. Sub D a couple times or even just 1 it takes some experimenting. Then refine the mesh. It will add more edges to your framework and still hold the shape. Next select all and uncrease followed by another Sub D level. It will smooth the hard edges created.
I'll link to some of these, as i didn't obsess over filesize as much as i usually do, so they're sort of big.
Also, you'll have to make do without my clever posting, because firefox just ate my post. So i pressed ctrl-w instead of ctrl-z, is that any reason to kill it, firefox? NO.
overpaint of a screengrab of a model.
started as a mask, but then i gave it eyes and worked on it some more. (full res detail: http://pea.sparrowfall.com/brainiac_fullres.jpg )
http://pea.sparrowfall.com/somethingfleshy_alternate.jpg
an alternate version of it.
timelapse: http://pea.sparrowfall.com/doodlebody_anim.gif
http://pea.sparrowfall.com/facethingagain.jpg
chtulhu!
wip: http://pea.sparrowfall.com/lakemountain.jpg
space, the final frontier! And then that bit behind it. what?! i don't know. Firefox ate my good jokes.
And old asian, like that guy in Gremlins.
tubular arms: http://pea.sparrowfall.com/somethingbeastysketch.jpg
^^^^warning, ugly.
symmskribbl: http://pea.sparrowfall.com/Symmskribbl4.png
I really killed my eyes on this one (the world still looks faintly green to me now), so i retaliated by killing it with Unsharp Mask. 1-1, BITCH.
I posted a closeup of this in the whatareyouworkingon-thread:
http://pea.sparrowfall.com/turkeyman.jpg
that's it, i think!
Any crits are more than welcome. I've never really done any environments, so these are sort of a first.
many people are concerned about good mesh density distribution but one should also think about how density should contribute to character and expression. In the same way that we make faces high density to show emotion, hands can show emotion are not just simply 4 sided sausages.
Well, except for Dennispls, who i can't blame nevertheless.
I'll post some more stuff later. Probably some zbrush stuff, as i just got that.
more more!