Lately I've been just making quick sculpting doodles and nothing really polished/finished, so I'm thinking it's about time to make something more complete, and I'm starting a progress thread here, hoping to get motivated to keep going steadily with this, and of course to get some c&c on how to make my characters better.
So... I've been wanting to create my versions of Sam and Twitch, actually they inspired me when I worked on my first character ever, but that guy turned out totally different... and he wasn't a detective, but a film director. I really love
Ashley Wood's S&T covers, and through his art I discovered the comic itself (not much of the comic book person otherwise), and I also love Angel Medina's work on this comic.
Well, here goes Sam - not following any concept explicitly, just getting some ideas from the comic and covers and figuring my way around it. The feet are now missing, as I just took out the remains of the Arshman basedude mesh and left the imported or chopped off parts as subtools. It's still very rough. And as far as the final specs go, I'm not sure about them yet, but since I don't think I'll be importing him in a game, he might as well have a generous cinematic budget. I think I'll be playing with some toon shading. And I do intend to make Twitch too.
http://fogmann.com/uploadpics/wip/Sam01.jpg
Thanks for stopping by
Replies
DAve
http://www.starstore.com/acatalog/25_sam_twitch_L.jpg
http://www.amazon.com/Twitch-Figure-Clas...4589&sr=8-3
Lots of character
Resurfaced the head and added the hair, not much else for now, sorry
And thanks all for comments
How did you made this beautyfull hair??? Looks like a lot of work.
I'll be keeping an eye on this thread. Solid work as always.
-caseyjones
Any plans to do spawn in the future? I figure this project will keep you busy for awhile, but just a thought.
It's an interesting look, but my crit would be to keep the messy strands to more or less the same length as the neat hair. The part that looks most off to me are the short strands sticking up along his part. That's where the strands would actually be the longest.
Yes, the hair was done with Maya PFX, strand by strand and it turned out to be only some 60k tris, while the underlying sculpted hair was around 1M - not a problem for the only 2g ram I have. I wanted to do some changes, but the Maya file with all the PFX started crashing Maya I think I got too many different strokes, should have shared the brushes more =\ As for the hair length, you make a good point Snowfly, but I guess I got lost trying to make something like what's in the comic, like so:
I was mainly concerned with the silhouette so I was frequently hitting 7 (lit and shaded, with no lights in scene makes models be black silhouettes), and with toon shading a lot of the clutter in the hair is just blended in together.
I did some toon shading tests, here's one:
Basically, it's a two pass render, in which I use high poly to derive the contours and the smoothed lower poly for shading, which doesn't quite match as you can see on the chin. Will have to experiment some more, I'd really like to throw a few renders that have the look from the comic.
OK, and a small update for today - added shoes and roughed in the cloth, and will have to go back and tighten most of it, and I'm thinking of also adding trench coat on top. And a watch. And maybe some gun. Yeah. Well, here he is (click to enlarge):
Note: the right arm and right shoe are just thrown in there so they are not missing, but are not sculpted.