i decided i should start a thread for this guy in the hope it might motivate me to finish it. he's a updated version of visor from quake 3. i started off using arshlevon's base mesh.
i'm posting some older pics to show the progression. crits are always welcome.
here's the concept i drew a long time ago.
and the latest pics. i'm a little worried i might be overdoing the zbrushing on the armor.
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His belly looks too empty to me, maybe a pipe that goes from his chest armor into his belly button.
The small variation between the two arms makes me wonder. The only difference I see is a small plate on the left lower arm. Am I correct? In case you're going to map the arms seperately I think you should go for a bigger variation there, otherwise it seems a waste of map space.
Ok I see now. Your arms aren't mirrored either so you do have more variation than I thought.
Love the design, i really like that you used such an amount of different cool looking stuff on his armor.
His belly looks too empty to me, maybe a pipe that goes from his chest armor into his belly button.
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Nah, put a huge-ass scar across it, there's enough techno-stuff on there already.
Frank the Avenger
Could you elaborate a little on your Zbrush technique? Looks like one more hidden secret you discovered here. I'm curious about these little rings around the shoulderpad tubes, the Y-shaped screws running along the side of the torso aso. The render makes it look like a continuous mesh but maybe it's many little objects you duplicated?
I like the facemask the most!
- BoBo
i didn't originally plan to make visor so detailed, but then i saw spacemonkey's sarge and the high poly models from gears of war in the character modelling 2 book.
i'm not doing anything special in zbrush. all of the modeling for the armor was actually done in 3dsmax, and i'm just adding embellishments in zbrush. i'm using lots of subobjects in zbrush which i guess lets you have more polys. i don't know how the hell i'll get this back to max to make a normal map. might have to use zbrush for normals, or buy a new computer:)
pior: the rings on the tube are separate pieces and so are those y thingies.
bobo: i'm not sure how long this took, i've been working on it really sporadically at night and weekends. need to finish up before the dominance war...
-caseyjones
i didn't do the greatest job preparing my mesh for zbrush. i think i needed to make sure some of the polys were more square, rather than rectangular.
i'm also finding my subobjects aren't always working well with symmetry. clicking "local symmetry" seems to help.
Good luck with the texture... you'll need it!
thanks.
Alex