Hey all, thanks for your compliments and input.
I tried to change his face infection a little more to what you guys were saying. I didn't want to go to overboard with it because this is for my portfolio and I need to make more humans - with regular faces. I noticed while I was doing the face detail it kinda looked like the borg from Star Trek. I think once I get it into Z-brush I'll be able to make it cooler - I hope.
Also changed the sword's shape. I thought it looked more evil and vicious curving the other way.
And finally, I tried to nail down a color scheme. Not completely happy with it but none the less I gotta start modeling, probably get to that tomorrow.
Hey man I really like the colors you've chosen. I'm torn on the leg, on the one hand it gives him a cool shape and lots of asymetry but on the other hand it is a bit unbalanced. have your considered making that small leg sort of more like the deformed arm. Instead of having it armored its bare but mutated to look like the arm with the faces and what not inside of it.
Hey Dude, I really liked the red flip flop...that was nice touch...
It's lookin good man...I was just thinkin that for the infected side of the face you could actually warp the anatomy...kind of as if was like elephant man. Also, just throwing it out there i would break up the hair line so its not straight down the middle
Hey all. I've gotten pretty far on the base mesh for all the different parts, not quite done yet though. For the weak leg, I decided to give it the same big boot, but not change the upper part of the design. I don't think he looks so imbalanced anymore.
I also just messed around with sculpting. I'm gonna have to scrap this because I didn't attach the sword, it was just sort of a test run anyway.
nice dude good start.. The model is pretty spot on to the concept actually. So the Sword is actually connected to the arm never actually noticed that.
Would could be kinda cool to would be if you modeled in a hole between the trapezius and the clavicle Kinda like what you got going on with the elbow, it would make for a nice separation and break up that form nicely. Another suggestion, what if you tilted his head slightly to his left, Kinda like that gnarly muscle growth is pulling it down, but hes like fighting,could make for a cool facial expressing dude
Its a very cool concept but the balance is a little off i think. He needs something to balance that right side with all the weight that seems to be on the left because at the minute he looks like he could easily topple.
Hey all. I changed the legs to (hopefully) help this balance issue. I made the leg on the corrupted side the thicker, more armored one. Here's the hi-res stuff. It's pretty much finish except for touching up a few parts. Almost finished with modeling the low-poly cage.
The top shoulder pad is raised higher for less interference when baking the normal map.
Almost done with this guy. Changed his color scheme and some proportions - made legs longer, feet a bit smaller, basically more realistic proportions. Having some weird issues with the spec map not rendering correctly, so I'm still working on that. Gonna have to try rendering on my computer at work. Really not sure what pose I am gonna put this guy in.
Rigged and posed him over the past few days. Now I'm just tweaking textures before I make the pedestal and do the whole bit.
Spark mentioned this too, I am unable to edit the first post in my thread, I assume everybody else is having this problem. Anybody know whats up with that?
Lighting: For the winning pose image, enhanced lighting solutions like VRay, Mental Ray, Brazil etc., are prohibited. You may only use standard lights together with standard shadows. You can use this tutorial here to get you started: www.3drender.com/light/3point.html.
For beauty and contruction shots, the above lighting restrictions do not apply - feel free to use anything.
Looks good overall, but the human skin looks a little flat, and the demon arm, to me, should look slimy and pukey (try pushing the spec map a little more).... Congrats on getting it "finished" though.
and I would like to see that maps you're using.
Replies
I tried to change his face infection a little more to what you guys were saying. I didn't want to go to overboard with it because this is for my portfolio and I need to make more humans - with regular faces. I noticed while I was doing the face detail it kinda looked like the borg from Star Trek. I think once I get it into Z-brush I'll be able to make it cooler - I hope.
Also changed the sword's shape. I thought it looked more evil and vicious curving the other way.
And finally, I tried to nail down a color scheme. Not completely happy with it but none the less I gotta start modeling, probably get to that tomorrow.
Really cool though.
It's lookin good man...I was just thinkin that for the infected side of the face you could actually warp the anatomy...kind of as if was like elephant man. Also, just throwing it out there i would break up the hair line so its not straight down the middle
I also just messed around with sculpting. I'm gonna have to scrap this because I didn't attach the sword, it was just sort of a test run anyway.
Would could be kinda cool to would be if you modeled in a hole between the trapezius and the clavicle Kinda like what you got going on with the elbow, it would make for a nice separation and break up that form nicely. Another suggestion, what if you tilted his head slightly to his left, Kinda like that gnarly muscle growth is pulling it down, but hes like fighting,could make for a cool facial expressing dude
The top shoulder pad is raised higher for less interference when baking the normal map.
Spark mentioned this too, I am unable to edit the first post in my thread, I assume everybody else is having this problem. Anybody know whats up with that?
*Thanks SEKNeox, my bad.
For beauty and contruction shots, the above lighting restrictions do not apply - feel free to use anything.
its still there
Just to make sure, is this what they mean by basic shadows? I assume so.
In these renders I used spot lights and a few omni lights.
Its a bit blocky in places but overall it looks very good.
Congratulations on finishing!
and I would like to see that maps you're using.
Here's the beauty shot: