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DWIV - 3D - Crux

Hi guys,

In looking for the right place to post for DW, Polycount looks like a great place to be. I'm jumping in here a little on the late side but excited to finally get going!

Here is my quick concept idea for a Norm (Stalker, I think) Still so much that needs hashed out/added, though for me, a lot of that will probably happen in 3D.

C&C more than welcome and really glad to finally be joining the Polycount community:)

-Ty

ty_dwIV_conceptPass01.jpg

Replies

  • Crux
    Alright, here is the start I've got on the kid so far.

    I modeled the body using Maya and Zbrush, Maya for the geo and back and forth with Zbrush for proportion tweaks and major form work. From there I did a quick first pass sculpt in Zbrush, though quite a few areas have obviously been overlooked. The body geo that ends up being visible will probably need some down-rezing in the end as well, right now the whole body is sitting at about 7500 tris.

    I'm going to try and stay away from pushing the anatomy/head sculpt any further for right now and really try and focus some time on his clothing/gear/weapons/etc. I've still got a lot of design work to do during the sculpting phase, right now he just doesn't quite feel epic enough in my concept.

    ty_dwIV_headModeling.jpg

    ty_dwIV_fullBodyModel.jpg

    ty_dwIV_handModeling.jpg

    ty_dwIV_firstPassSculpt02.jpg

    ty_dwIV_firstPassSculpt01.jpg
  • aesir
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    aesir polycounter lvl 18
    Great start! You really nailed some realistic proportions. 3d will turn out great I'm sure as you continue it

    As far as the concept, I think it could use a little work. I'm not too much of a fan of the green veins on him, and his outfit/loincloth could be a lot more interesting I think. Maybe try searching around for refs of tribal african ceremonial clothing and see what you can steal from there.

    Looking forward to seeing this progress
  • Crux
    Thanks aesir!

    Yeah I agree about the concept. I'm planning on working out a final design in the sculpting phase as right now my 2D skills are in need of some serious polishing.
  • woogity
    your edge flow in the head and face is very nice, however, i think the body is far to dense there is no reason for it to be that dense. work on the concept and save some of those faces for gear that will bump up his visual interest, btw love the foot wraps.

    also the character seems like a juvenile around 14/15 years old with the face and proportions as they are, is this intentional?


    -Woog
  • LeoSluzz
    Hey, woogity, i think Crux is just keeping his poly density consistent throughout the whole mesh - for easy zbrushing :)

    Crux, solid modeling all around, keep it up man!!!
  • Crux
    Hey guys, thanks for your comments!

    Yeah, LeoSluzz is right, its just even topology for sculpting right now. The whole body is at about 7500 tris which is way to high for what it will need to be in the end.

    Yep, I'm going for between about 13 and 15ish. A kid who has pretty much had his childhood ripped out from under him, like a boy soldier in Africa, in a way.

    Thanks again guys! I hope to have another update later tonight.
  • Crux
    Super small update tonight. Got to get some sleep in. I'm excited for some bone armor sculpting happy fun-time this weekend though:)

    ty_dwIV_armorStart01.jpg
  • aesir
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    aesir polycounter lvl 18
    Nice start, animal skulls are always rad. Maybe you can make straps/clothes out of lots of tiny bones weaved together. Get the bone theme working for you. Demon bones maybe?

    Anyways, lookin good.

    maybe try something like this for the hair? www.artofscottjonsson.com/3963076-lg.jpeg
  • konstruct
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    konstruct polycounter lvl 18
    REEEALY clean man, really clean- I cant wait to see you ding it up!
  • woogity
    since this fella is African and dosnt have tons of accessories on him. i think scarification would be an awesome way to lend some interest instead of the green veins, esp since in many cases shaman use the scars as spiritual rites of passage, could be the source of his power.


    just a quick ref

    http://www.ezakwantu.com/Scarification%20Face%2013.jpg

    -Woog
  • Spark
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    Spark polycounter lvl 18
    Hey Crux, great base for Z and very cool work so far. I agree with Woogity that I think you need to add more interest to the main body, since that is most of the character. Animal skulls for knee gaurds are killer, and things like that need to help out the rest of the form, as my eye goes to the lower half of his body for interest ( decapitated head/skull pads, and loin cloth). Maybe you can try a head dress? or longer hair with sticks, or a nose bone? or maybe where they slice the ear and insert rings or something. Just some ideas, but think your concept isn't giving you enough to be at the level of your sculpting ability, and would really like to see what you do. Great work, and looking forward to the final.

    Spark
  • javier.deandres
    -love the concept
    -great solid base model
    Congrats.
  • Crux
    Hey guys,

    aesir - Thanks man! And thanks for the reference image too! I think I'm going to give him that hair:)

    konstruck - Thank you... me too:\

    woogity - I agree. Thanks for the reference as well! I was also thinking of giving him some really bad lashing scars on his back and shoulders that may have come from being tortured or slaved or even be self implicated.

    Spark - Thanks! Yeah I agree with you guys, he should have a lot more interesting details and forms than in my crappy concept sketch:S

    javier.deandres - Thank you!

    Alrighty, this is just another quick update to let you know I'm still alive. I went back to my base body and added in feet with toes (instead of rounded off for moccasin type shoes like I originally planned) and started roughing together the foot wraps. I've also started on a bunch of upper body details as well this weekend and will post that stuff really soon:)

    -Ty

    ty_dwIV_roughStartOnFeet.jpg
  • Crux
    Working slow as molasses over here. Only a couple weeks out, I got to get going!:poly122:

    ty_dwIV_armorStart02.jpg
  • konstruct
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    konstruct polycounter lvl 18
    it would be cool to give this dude a bit of a mad max style- stuff like, a chunk of tire on the arm. shredded fabric- bits of scap metal chunls like a bent tafic sign.

    really clean looking work-
  • conte
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    conte polycounter lvl 18
    i think you could push the base much more!
    look on hands- they're almost as in base, give em some characterness already.
    also feets, body and everything.
    pinch here, inflate there and here we go.

    best of luck.
  • woogity
    i agree with the mad max styleing comment 80s post apocalyptic is totally rad. remember if you decide to go down that road, the hair is a big deal...literally.


    -woog
  • NuclearWarrior
    I personally dig the realistic approach. I can't think of any other entry that's this realistic and done this well. It's good to see something like this.
  • Crux
    Thanks for the comments guys:)

    Chipping away...

    ty_dwIV_armorStart03.jpg
  • Raider
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    Raider polycounter lvl 9
    badass man, i loved your base mesh so clean and it's really transferred across into the sculpting, great work :D

    isn't the "belt / cord holding up the cloth normally much thinner?"
  • Crux
    Hey guys,

    Raider - Thanks! Yeah you're right about that old waist cord. I'm going with more of an animal pelt design now.

    So yeah, time is running out rather quickly and between work and the rest of my life I've unfortunately been pulled away from this project way too much:(

    But, I will try and keep going this week and see where things end up, though, it doesn't look like I'll be making it to the finish line on time at this point.

    I've still got some big pieces in mind that I need to build, not to mention the demon head and the dead fairy thing, and then I'd like to add a bunch of greeble stuff (bones, more straps, beads, etc.)

    ty_dwIV_highRes01.jpg
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