Just finishing up the highpoly of my first model for a game engine being written by Jonathan Davis, as advertised in the "paid job postings" bit. The engine's looking really promising, with normal, spec, bloom, self-shadowing etc. An incredible effort for pretty much one guy's work.
Here's a quick
360 turnaround -3.5Mb, windows avi .
Replies
The only thing I would change is the symmetry. The mirroring is quite obvious on places like the arms, knees, and folds in the cloth. Try to make it more asymmetrical, and you'll be golden.
I shrunk the head by about 12% here:
model looks hot!
The shape of the thumb could use some tweak and the hand itself looks a bit flat, i'd add some meat to the palm.
His pants are too tight, looks very strange on his knees or did he wears short pants? but i cant see the transition.
I love you Spartacus! That looks great, did you do the whole thing in mudbox or maya or max? If you did it in Mud Box, how the hell did you get the lines so straight on the armor?
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I imagine it was done in both Maya/3ds Max and Zbrush/Mudbox. It's much easier to simply freeze or hide one part of the mesh (the armor in this case), and then sculpt only the organic parts.
Umbrella Man - I model the organic stuff in Mudbox, and the hard surface bits in Silo.
i think you could dirty him up a lot, he is after all a slave. maybe even make him look sad.
i don't like the knees to much, looks a bit... well not good :P
other than that i like it a lot!
keep it uP!
I agree with Jaco though, the hand and wrist area is still looking a bit flimsy and not as if you really understand the anatomical structure around there. Also I think his knees look a tad wrinkly compared to the rest of him.
Also in the turnaround, the cloth around his chest seems very thin and "painted on", you should probably boost the normals around the edges to make the cloth stand away from his skin a little more.
Very cool stuff though, keep it up!