Riddicks best known features are his face and goggles, and on this piece one is missing and one doesn't quite look right. Check out the new and old Riddick games to see how they created him.
EDIT: Did a quick google, heres the ingame mesh and high poly:
Not bad. I think that your geometry looks weird in areas and you might have some problems with deformation as is. It's sort of hard to see from these shots the amount of detail you put into the normals. Can you show some closeups / and your high poly?
Thanks for the feedback, I'll model the goggles on both the low and high now.
One of my main concerns when sculpting was really bringing out the face to make it look like the actor, I'm going to revisit the high-poly and in turn edit the low poly around.
Heres some up-close of the high.
Do you think I should slightly exaggerate distinguising facial features?
Quick bug... You modelled a belt, but the material seam of the jeans goes right through it...?
I believe thats where I chucked the HP into max to grab some screenies, the belt does fit however and that was just an XYZ mistake as they're two both objects.
for 8000 tris its looking pretty good. The poly flow is good too. You do have some unnecessary cuts that I can see, like the crotch area. I would also think about some kind of texture for his shirt to separate it from his skin
Round out that jaw a little more; Vin's jaw isn't nearly that straight and his chin is a bit smaller. Give him some more flesh around his jawline and make his cheeks a bit puffier as well.
I'd also suggest bringing the top of his head down a little. The real guy's head isn't as tall as the model.
I'm not sure what program your sculpting in, but definitely do not be afraid to hop around a bit. Like go into 3ds max and adjust things, then back to zbrush or mudbox and adjust etc. Each time you hop around it will get things refined and looking better (it does for me at least). The other thing that sometimes happens to me, is if you work in perspective views too much things start looking strange. Like the face will look great from the front, but bad from the side. Then when you fix the side, it looks bad from the front. So use orthographic views a lot too to help define the features appropriately. I think swizzle is dead on with his crtiques, so its certainly a good place to start.
Good luck man.
Thank-you, I understand the important of getting the facial features dead-on, at the moment the priority is to mudbox in and work on the face and get it looking correct before moving on.
I really want to get the quality as high as possible as this will be my first portfolio peice, I don't plan on applying for work for over a year but it's good to be at the benchmark of having a portfolio you can keep updating.
- Maybe thicken up his neck a bit, and shrink his head, it seems kind of long. Giving him a smaller head and thicker neck would muscle him up a bit more.
- His Torso seems pretty long and the thighs are a bit stubby? Maybe his crotch is too low?
This has shitty DRAMATIC lighting, but may help out:
Get some pinch tool on those folds! Or your method of choice for sharper edges, the 'peaks' of folds are way too soft. All of the shapes are looking good though!
I think the cloth modeling could use another pass. The folds around his ass are kind of like a pair of hanging pants, gotta model in some muscly ass cheeks that push those pants out instead of run and hide.
Lots and lots of tight jean ref, you can never be too gay when searching for male ref...
Replies
EDIT: Did a quick google, heres the ingame mesh and high poly:
http://www.gamersgallery.com/gallery/watermark.php?file=8215
http://www.gamersgallery.com/gallery/watermark.php?file=8213
One of my main concerns when sculpting was really bringing out the face to make it look like the actor, I'm going to revisit the high-poly and in turn edit the low poly around.
Heres some up-close of the high.
Do you think I should slightly exaggerate distinguising facial features?
I believe thats where I chucked the HP into max to grab some screenies, the belt does fit however and that was just an XYZ mistake as they're two both objects.
Mentioned previously was possibly bad geometry deformation wise, could you please state which areas are likely to mess up?
Thanks.
I'd also suggest bringing the top of his head down a little. The real guy's head isn't as tall as the model.
Good luck man.
I really want to get the quality as high as possible as this will be my first portfolio peice, I don't plan on applying for work for over a year but it's good to be at the benchmark of having a portfolio you can keep updating.
Updates tonight hopefully.
here is my version
- Maybe thicken up his neck a bit, and shrink his head, it seems kind of long. Giving him a smaller head and thicker neck would muscle him up a bit more.
- His Torso seems pretty long and the thighs are a bit stubby? Maybe his crotch is too low?
This has shitty DRAMATIC lighting, but may help out:
Get some pinch tool on those folds! Or your method of choice for sharper edges, the 'peaks' of folds are way too soft. All of the shapes are looking good though!
7,752
Low poly normals
I think the cloth modeling could use another pass. The folds around his ass are kind of like a pair of hanging pants, gotta model in some muscly ass cheeks that push those pants out instead of run and hide.
Lots and lots of tight jean ref, you can never be too gay when searching for male ref...