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Paker (big images)

Piotr Słomowicz
polycounter lvl 17
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Piotr Słomowicz polycounter lvl 17
Christ, for a minute there I thought I forgot another account info.

Alrighty then, I finally finished this character. Its 10 milion quads hence the highrez images. His muscles were based on my own, actually I had to tone them down to not end up being too over the top. True story.

Modeled in Zbrush 3.
paker1.jpg
paker2.jpg
paker4.jpg
paker5.jpg
pakerhz1.jpg
paker_lapa.jpg

Replies

  • Josh_Singh
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    Josh_Singh polycounter lvl 18
    THings I like: I like the amount of detail you went into in the skin. and you Stitch work is TIGHT! LOVE IT
    ThiGS I don't like: Your anatomy on his abdominal region seems a bit wonky, I know that veins to occour sometimes in the places you put them but they look too drawn on. Some like the ones on the back, I would get rid of all together.
    Also your pant wrinkles are looking a bit much. I Larger folds to indicate the thickness of the cloth would be the way to go. Right now it looks like you got a little wrinkle happy.
    Very cool though.
  • D4V1DC
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    D4V1DC polycounter lvl 18
    Not much on critics from me though he seems very vainy(sp?) to me.

    I really like it thus far (Big images!).
  • Ruz
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    Ruz polycount lvl 666
    looking ace so far man. I think the fingers need more definition where the knuckles are , but yeah great stuff.

    Did you hand paint all those seams on the boots or did you use displacement maps?
  • cholden
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    cholden polycounter lvl 18

    Looks really cool

    but for his size, his chest and shoulders are underdeveloped

    As stated, his abdominal region is really wacked out. If you take that section back to shcool, you'll be good. Hit up T-nation's powerful images section for inspiration: http://www.t-nation.com/tmagnum/powerfulImages.jsp

    Nice skin and vascularity.
  • cgjeff
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    cgjeff polycounter lvl 17
    lookin pimp.

    I totally agree with josh and ruz though.. Right now he's got some massive sausage fingers. Those are not the fingers of a ripped dude like that. And josh is right that you went a little wrinkle happy on the pants, currently they look like they're made out of an extremely light fabric due to the insane amount of wrinkles.
  • Wells
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    Wells polycounter lvl 18
    yup, particularly his thumb. the thumb pad is off.

    It also looks like you jumped into the micro-detail before getting to the medium stuff. Most noticeable [to me] in his face.

    and those veins! ack!
  • Piotr Słomowicz
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    Piotr Słomowicz polycounter lvl 17
    Cholden, great link, gonna download em.

    Anyway folks I agree on some comments, on some I don't but ill not pick em apart. Some veins indeed ended up stronger in render than Id want them to (the ones on the back actually flat out suck).

    Seams on boots were done with roller brush with alpha or whatever it was called. Actually there are even predefined stitch brushes in zbrush 3.1. So I guess these can be modified with custom alpha.
  • Daz
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    Daz polycounter lvl 18
    This is interesting. It's very hit and miss to me. Some aspects are really good, some aspects need pushing. You're obviously an expert user of Zbrush, and you have the micro detail down really well. But you really need to work on your larger forms imo. They're pretty weak. It's like you did all the sculpting at the highest subd. Take the pants for example. They're really just two huge inflated tubes, with some wrinkles on them, but they really do not convey AT ALL well that there's a pair of legs under there. I see the same issue with the boot. It's boot shaped sure, but the detail is all sitting on top of it at the micro level. It's more like a relief than a three dimensional boot. I'm not a huge fan of the face. It has that ever so slightly naiive GOW feel to it, but I guess that's just a certain style that I've never liked. I also agree with chris that with biceps that massive his chest looks underdeveloped.
    It's really good work overall, but I think you really need to go back and carefully re-examine your ref (especially pants/fabric) if you want to go beyond the 'impressive surface detail on a weak model' look that it has now.
  • Kovac
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    Kovac polycounter lvl 18
    mother of god...

    daz makes some great points there, and I still gotta say amazing work dude!
  • rollin
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    rollin polycounter
    from the knies to the boots .. the folds are realy ... wired.. can´t hold up with the rest... and the rest is nice! smile.gif
  • notman
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    notman polycounter lvl 18
    Wow, I hate to criticize a model that kicks my ass so much... but I'm going to wink.gif

    I mainly agree with the previous replies. Some of the veins don't seem to flow properly, the thumb should be a little flatter, and the wrinkles in the pants are bothering me. Mainly in the crotch. It looks like he's riding a bike. All the material is pulling upward and bunched up there.

    But damn, nice work smile.gif
  • Ramza24
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    Ramza24 polycounter lvl 18
    Have to agree with Daz, b/c I too am guilty of not working on the larger forms/lowed divisions enough pretty often.
    Nails should be protuding a bit more, face prolly needs more asymmetry/natural features. Yeah the pants do look a lil'
    inflated, but I'm jealous b/c cloth is a bitch to do and you 've got a good grip on folds.. also, abs look a little too
    perfectly formed.
    Otherwise, it's looking damned good mate.. all you need now is sprucing up the design so its more unique.
  • seforin
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    seforin polycounter lvl 17
    whoa WHOA whoa time out, I read one thing on here some people seemed to skip?


    you based them off your muscles?


    Fuck dude your ripped


    back to the 3d model though

    yea ab veins are a bit wonky, and yeah looking at your abs your muscle structure seems a bit off. Might want to go and do a 2nd pass at the ab area. Finger nails need work as well, other than that model is hard core

    Remind me never to get in a drunken fight with you if your that ripped
  • tremulant
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    tremulant polycounter lvl 17
    Great stuff...Your images are way too big. Fix the sausage fingers, and make those nails skinnier, they creep me out a bit.Also as mentioned the "Gears of War" head is not one I am a fan of. Id make it less compact, and give more forehead. Other than those things, nice piece..Just work on the larger forms.
  • NeoShroomish
    [ QUOTE ]
    whoa WHOA whoa time out, I read one thing on here some people seemed to skip?


    you based them off your muscles?


    Fuck dude your ripped


    back to the 3d model though

    yea ab veins are a bit wonky, and yeah looking at your abs your muscle structure seems a bit off. Might want to go and do a 2nd pass at the ab area. Finger nails need work as well, other than that model is hard core

    Remind me never to get in a drunken fight with you if your that ripped

    [/ QUOTE ]
    Perhaps he was being sarcastic? crazy.gif

    Good stuff, how long do you think this took you?
  • Piotr Słomowicz
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    Piotr Słomowicz polycounter lvl 17
    Sarcastic? I wouldn't dare.
    Internet is serious business. If I typed it, that must be true.

    Don't know how long it took me, Im guessing several days. Main details are done fast, its the small ones that take alot of time.
  • soulstice
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    soulstice polycounter lvl 9
    Omg his face is awesome man, the details are soo perfect!
  • John Warner
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    John Warner polycounter lvl 18
    i'd echo the general responces here. nice texture detail. you've done a great job brining it to this level!

    i think that if you're a bodybuilder you'll probably respect mr. Schwarzenegger. in my opinion, what made him so damn good is exactly what this model is missing-- there's a lack of refinement of the sense of proportion.. the large shapes next to each other seem awkward and a little un-appealing. it looks like you want him to be huge.. and that's what he looks like. he's large and puffy.

    i also agree about the pants, they don't really look like there's legs undernieth. In addition, i'd say that the wrinkles are a bit too sharp and plentiful for how baggy the pants are.. the wrinkles look like they'd be on a super tight pair of pants, but these are more baggy. i think you could solve this problem if you smoothed out a bit of the tension areas, like around his crotch. the folds on the side of the pocket look really tight as well, as if the pants are really, really stretched.

    anyway that's a lot of critique, but all in all it's a great job. awesome work for all that detail! you must be really patient. that's great!
  • rawkstar
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    rawkstar polycounter lvl 19
    swoma!!!

    hey dude! smile.gif

    my crits basically fall along the same lines as daz, the details are nice, but the underlying geometry is rather basic, the larger shapes need more definition in general, just spend more time sculpting at lower subdivision levels and you should get much better results.
  • Piotr Słomowicz
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    Piotr Słomowicz polycounter lvl 17
    Hey Vitaliy. Its been a long time eh?.
  • Por@szek
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    Por@szek polycounter lvl 18
    Long time General smile.gif
    saw it on our forums. Looks good. Very good.
    As far as i;m not charart its beyond my abilities and u gain a lot good skills since I saw Ur work yeaaaarrrsss ago wink.gif
    Nice to c u are still in business.
    Cheers dude.
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