I've been wanting to make a cowboy/gunslinger type character for quite a while now and I finally got off my ass and attempted some sub-division modeling at the same time. I'm quite aware that it's been done many times before but it's just something I've kinda always wanted to do. I'm trying to keep to a realistic timeline for myself to prove that I can cope with time limitations when dealing with the next gen models.
Took me a few attempts and a bit of coaching from some fellow polycounters but I finished the high and low poly of the gunslinger's percussion revolver. It turned out pretty good in my opinion so far as matching the reference. The hardest part I found was picking the correct smoothing group for the hard edges so that the bakes turn out looking correct. I'm now pushing on with modeling the character before I go into texturing. I did bake out the normal and ao maps for the gun but I'm gonna wait until my character is ready for textures before I do the rest.
Without further ado, here's where I'm at. Feel free to voice some ideas for added details to give him. Keep in mind he's still a work in progress and I'll update most every night until it's done.
Percussion Revolver:
Gunslinger:
Replies
Here's a quick update.
Shep - Jowl updated
dehebo - Just started reading the series recently actually, and ya he did need to be beaten up a bit, he was still looking too "greenhorn".
Another update, doesn't look like much but most of the work was in the detailing. Appreciate all the crits, keep em coming.
So far I like the expression, the eyes, hands and mouth could use some more refining though. I would give the hat's brim some volume, and maybe loosen up the pants in the rear a bit, it looks right up in there atm.
Your doing a great job with the high poly here, keep it up! I'll be following your updates for sure.
-Woog
kp - Going to give the guy a face wash with the smooth tool and start over. Appreciate the words of advice. The hat is gonna get some lovin' too :P
woogity - Why thankya.
P442 - De-wedgifying him is my first order of business. Cheers!
It's Sunday night, and it's 8:30 and I think I'm gonna give this guy a go for awhile. I'll post updates before I hit the sack.
If you decide to go back and work on the lower levels, one problem you might run into is determining when you've put in enough work and should go back to the higher levels. A very simple and easy technique to help gauge your progress is to set up layers at regular intervals while you work, and then at any point you can go back and toggle the layers off and on to see if you're making a noticeable improvement with your sculpting. Keep repeating the process until you no longer see any reasonable improvement, and at that point you've probably plucked all the low (and high) hanging fruit available to you at that level, and then you can go up to the next with confidence.
Hope you find that advice helpful. Keep up the good work.