I saw an awesome concept by Leopard Snow on conceptart.com and I couldnt resist but try to model it. This is the first character I have attempted with armor and clothing. The base mesh is not mine and in the end there will be none of it showing, its just for reference:
Concept art and breakdown:
UPDATE:
Replies
but seriously. Kinda dig it... only problem i see is that the character doesn't look like he's ready to go diving. But more like he's a high alttitude guard at some super secret research facility...
tighter clothing and the tank on the back would help... and his boots look heavy.
agreed on the tighter clothing for submersion. if you're looking to develop the character full force, then you could save a version for where he fights outside of the water. 2 different suits, unless you're going for universal suit with underwater specialty.
That reference image link isnt workin. I get what u mean to when u say he doesnt look like he should be in the water but I really do want to stick with this concept because its very easy for me to change things and say "thats the way it is supposed to be." The objective for me is to nail this dude the way the artist drew it out. To be quite honest I didnt even know it was an "underwater terrorist" until i looked at the title of the concept art
Flippers would sell it but I think it would take away from the balance of the character. I also like the tank on the front because it gives that bit of extra interest to it.
I could build 2 versions of the jump/wetsuit. Shouldnt be too hard either since im building all of my hard surface stuff first. A tight wetsuit could just be an extract of the skin. I'll cross that bridge when i get there though
That is a kickass idea! i think ill build that vehicle out when im done with the character.
I figured I would try to model a head as well since I have never modeled a "proper" head with correct edge loops:
So im gonna export this stuff into Mudbox and start sculpting the cloth and fine details! All crits welcome..
i think the boots work, if by some crazy magic he could walk on the seabed or something like that to terrorize below the surface.
All I really hope to see is the sweet rainbow armor in 3d.
Keep it up!
Started sculpting the cloth, think i may have overdone it. I was gonna take this into maya to do some final hard-surface details but every time i try to import the cloth it crashes because of the high polycount. Im worried that when i try to do retopology in Maya I wont be able to work efficiently. Any ideas??
Anyway, here is the progress:
yea, unfortunatly thats not what i was goin for, lol. Oh well, first time doing cloth, Im gonna give it another try
You mean edit your basemesh to have broader shoulders in Maya then reapply the already Zbrushed parts to it?
I don't think it'd be hard to do, I don't how to do it off the top of my head though.
I'd just say broaden them in Zbrush. Pull the out the shoulders more.
Forgive the crappy paintover, but that's what I meant with the shoulders.
Also, pay attention to the pant area. The concept's pants are baggier than yours. Yours seem tight and fitting. The kneepad of the concept is also larger it seems.
Either way, great work and keep at it. :thumbup:
The only thing that kind of does look undwater-ey is his mask, and that could easily be a gas mask or something along those lines.
My main two points:
It is generally extremely cold underwater, and clothing underwater is not going to be bunchy and loose like it is on your character. It's got to be skin tight or the insulation is gonna be crap. Even if the water is pleasant the insulation needs to be skin tight in order to keep his gear nice and dry.
So replace his clothes with this:
of course you can always make it more interesting than just a plain wetsuit, but thats up to you.
And then the other point, as someone has already mentioned, is that he needs flippers or some sort of shoes that sell the fact that he is an underwater terrorist.
Right now he looks like he could be anywhere except underwater.
Edit: If your whole point is to stick as close to the concept art as possible than you are doing a good job, but if you could talk to the artist and point out some of the criticisms that we have here than he might be able to improve his concept art too!
Usually its good to stick to the concept, but in this case there are some major flaws with it.
Also that thing on his chest seems a little out of place, you might consider bending it up upwards or downwards to fit the organic nature of the rest of his "stuff". Some tubes poppin' out of the side of it would also help add a sense of purpose to the device, like it supplies him with air or something.
A gnarly air canister on his back might also be pretty cool .
Nice work and the chest and back armor!
I think his legs are too short. I could be wrong, but try this:
Again, sorry for the craptastic PO. I'm at work and I have no wacom and various other excuses. SMUDGE TOOL!
All I have left to do now for the high poly are the boot laces, which im kinda stuggling with. I was going to just make some curves in Maya and extrude a cylinder along them but I have a feeling there is an easier way. If anyone knows of a good idea for laces please throw it my way!
First time sculpting cloth so crits welcome:
(first google image result for Drysuit)
I say you add that clip by the crotch though