Originally I did a piece called 'Futuristic Soldier' and received some fantastic crit on it,
most of which was focused predominantly on anatomical structure and proportion as opposed to
actual style and substance. Therefore I decided to purchase some anatomy books and do some practice
which this being my first attempt.
Ive had a look around and decided to try a new workflow. In this case I want to try and start with a
high poly model and then create the low poly using the retopology method. Its not something ive
attempted to do before so it should be an interesting experience. As before, all crit will be
welcomed as im hoping this soldier will turn out much better than my old soldier and putting them
side by side will show clear progression and a better understanding of both anatomy and proportion.
My current plan for a workflow:
Create the base for a high poly model (see below).
Sculpt the high poly model.
Create assets such as armour, attire, etc and either sculpt them or model them high poly in Max.
Create a low poly model using retopology (via Polyboost tools).
Textures, normal/specular maps, etc
Thanks in advance for any advice or crit that you have to offer.
Replies
And a defined back wouldn't hurt either.
The reason there is no real definition on the model yet is because I havnt taken it into a sculpting program yet.
I just wanted to start off with a model base that had good proportions without delving into anatomical detail.
-Woog
- Top of the arm needs to be longer.
- Thinner thighs.
- Bum looks a bit funny.
- Torso needs to be a big bigger (may be personal prefererence though).
- Head looks funny.
I was going to modify the mesh further in Max but personally for me it would be quicker to use the tablet in Mudbox.
Also, about the edge loops....dont know what happened there so those will be gone shortly.
Changed some of the proportions of the character (longer legs, arms) and added some detail using the existing tri count (32'000) to try and push the original mesh as suggested before I start subdividing. Again any crits are welcomed.
http://www.wfu.edu/~elyjm5/FYS%20100/Index.htm
-Woog
Attempted to get the most of the form now and hopefully finalise the proportions before going into the next pass of detail. Again, all opinions welcomed.
-Woog
So far ive just done the base of the legs and will move up to the crotch and buttocks and finally the arms. Ive decided not to use any armour for the torso and back as I want to show off some organic parts of the model.
(id recommend touching that face up alot..hes got bubba angry lip syndrom going on.
also get some eye's in there so you can scale / sculpt the eye lids correctly)
your hardsurface is nice but your anatomy needs work
-Woog
Thanks. The detail on the actual man isnt final and I will be taking him back into Mudbox (touching up on the lower division version).
Yes, President Schwarzenneger passed the bill in 2017.
The plate finishes just below his knee. Theres a rubber section just above below his thigh.
Arm armour.
Crotch and buttock detail.
Moved the back of knee guard lower.
Minor touches to body.
It still needs work but its looking to be a hell of a lot better than the previous attempt. (See below).
The back muscles look really good in your last screen shot, good job there, and you have been improving in huge strides. Keep up the good work.
Changes made:
Moved and redone the lips entirely.
Increased length of thigh.
Increased size of hand and forearm.
Changed armour on calf (looked weird).
Modifications to head (Scale and detail).
Added more detail in shoulder.
Flattened stomach muscles (slightly).
Veins on arms.
Any final crit before I move onto the low poly would be greatly appreciated. Thanks.
I like the back muscles as they are, but I think the traps (the muscle inbetween the shoulders and neck) need to be rounded out more on the front side, so the clavical doesn't make such a dug out area.
Keep it up man, it keeps getting better and better.
Here's perhaps (again) the last update.
Changed the following:
Connection from back to neck has been smoothed off.
Decreased the deepness of the clavicle area.
Moved the crotch armour up. However this had an unintended side effect of making it seem as though the character had no crotch and merely a longer stomach. Therefore I had to stretch the crotch area to give it that room (that all men need down there).
Need to work on the back more
Great progress! Looking forward to more
* Shin armour extended, now comes over the boots.
* Thigh armour lowered, allowing for rubber suit underneath for manouverability.
* Armour behind knee stretched down to ankle.
* Smaller modifications overall.
Now im just working on a colour scheme that works. I tryed red and white but it looked weird so im edging towards the gold and red. Im also thinking of decor and intresting components and fluff to make the armour look intrestingf (stuff that I can add via texture and then normal map via NVfilter). What do you guys think?
Just wondering, since I am working on a character at the moment!
Is it common practice to model the underlying body (and all its muscle detail), even with the knowledge that you are going to cover in with armour?! I have noticed it done a few times on the forum?! (Seems like a waste of time to me?!)
I can understand if your doing a scantly clad female... but not someone with huge amounts of clothing or armour?!
~C
Yeah obviously you delete it I can see it being good practice and allowing better proportions.
In terms of time (especially with short production limits) I personally just wouldn't bother, but I understand your reasoning's.
~C
-Woog
Yeah the paintover was literally just a print screen paint over so the chest is just an idea of what might be on there but obviously not the final design. I was thinking more of a tribal tattoo with a bullseye implemented (important as its the reasoning behind the back of chest armour).
The gloves will be leather with metal detailing only I will be using the darker blue colour to highlight this. Several colours have been changed around and ill show this off in future iterations.
reminds me a bit of this-
sorry I couldnt help myself
Hes essentially a cocky soldier-type who uses armour on his arms and legs to enhance his strength but feels that hes so good he doesnt need armour on his chest. Instead he has a tattoo of a target there to see if anyone is capable enough to kill him with a bullseye shot. Anything else just passes off as a flesh wound.
Ill try to shrink the armour around the waist to make it look less like the "wrong trousers".
Ive also added tubes which connect the body directly to the trousers to give him more of a reason not to wear body armour.
-Woog
First, it might be the angle of the model but the armor doesn't read right to me. I think it's partially because it's such a smooth transition from armor to flesh on the arms and waist it makes him seem more like he has cyborg arms rather then human arms with armor strapped on top. The transition from armor to rubber suit at the back of the knee also seems to smooth. Now in the last untextured render you posted, the waist/buttocks area looks much better because it reads as the much more form fitting rubber suit underneath but then you textured it to look like the rest of the armor and lost me again.
Looking at the hoses I find myself asking "What exactly do the hoses do? What happens if he takes his armor off, or can he even take it off?" You said you added them to give him more of a reason to not wear body armor but how does it do that? Is it pumping healing stuff into him? Those Space Marine steroids? Something else? And if it is pumping something in, from where? Maybe adding some sort of canister or something to the leg armor to have the hose running from. Or like Woog said a pack on his back with a tank for the healing juice/liquid adrenaline/ect. Or if it's some kind of exoskeletal armor maybe it needs to be powered so a battery pack on his back or something could fit your needs. These could be the components you're looking for to make your armor more interesting.
This last one is completely personal preference, but I would rework the target on his chest. Right now it reminds me a lot of the Godsmack sun and I never really liked that logo.
Those issues aside, I'm really liking your progress on this model thus far. I'll be sticking around to see how things go because I think he has the potential to turn out pretty bad ass. Keep it up!
Mike
-Edit- Oh, and in the next update it would be nice to see some wireframes. I'm interested in seeing the polyflow of your leg armor but can't tell a whole lot from the wireframe you posted last.
-woog
Due to the size of the armour I thought that it would be best not to just make it an inanimate "shield" to cover the legs.
So the armour is hooked into the body which acts as a sort of power source, either by the flow of the blood powering the armour
or it tapping into the nerves of the character making it flow better with the movement of the legs. I did decide that it would be
best not to just have it stuck into the body so I added connectors. This would allow the armour to be detatched at will.
I added a low poly AO map to complement the high poly AO map giving more detail to the shadows generated by the pipes.
Anyway guys here are some renders....and a comparison with the last futuristic model (which was the original purpose of this model
as I wanted to work on improvement the most).
-Woog
I think the missus has bought me a new Wacom for Christmas so I might pump out some designs and post them soon.
Ive created a concept for the type of gun this guy should have. Since hes quite beefy, I want to give him a minigun-esque weapon however instead of firing lead bullets it will fire laser/blaster type energy beams (hence the light show on the gun which signifies some sort of charging device).
Hopefully will start working on the model tommorow.
Im afraid that my "posing" skills are rubbish so a lot of stuff now looks out of place (fingers especially). But im reasonably happy with the outcome and I cant wait to start a new project. Thanks to all the people on the forum who helped out.