Im currently making model of futuristic soldier. Im trying to figure proportions and form. Head is from other model, i gave it only for preview whole character. Without detail at the moment:
Badass! I love the traction claw idea. I also really like the hands, great pose. He has a really great sense of weight in the side view.
Crits:
- The back looks a little too open and under detailed. In a lot of console games you're in a 3rd person view and spend a lot of time starring at the back of the character. If course if this was an NPC you would spend most of the viewing time on the front.
- The head might be a bit high compared to where the shoulders are located.
- Maybe raise up the bottom of the foot so it looks like the claws could dig in more?
cool man. I agree with vigs crit on the head being too high, his neck would be super long if seen without the armor.
also, maybe consider having the shoulder pads overlap the upper arm gaurd so it would slide underneath it when he raised his arms. right now it looks like it would kinda get stuck on the lip of the shoulderpad and push them into his head.
it looks like a flipup panel for easy access.
i agree the head looks wonky.
hahahahahha
Great work, there's something up with the position of the head but If I understand correctly thats from another model so I'm banking on that oddness to be fixed when a head is made.
Loving it! He's much more armored and protected. Great details added too His head looks much more correct
- The crows feet wrinkles around the corners of the eyes look a lil wonky.
- His ears seem kind of low and small?
- Awesome chin, nose, mouth and jaw, pitty they'll be covered up. But don't change the models design its really cool. Make sure to show off the full head in breakdown shots, it would be a waste otherwise!
Firebat you should model some type of vision enhancing gear for him. Well just a suggestion that I think would be a nice addition to give the top of his head more detail.
Nice friggin work Firebat! Looks totally badass. Mad inspiration.
I think I agree with the idea for an eye piece. The head is the ONE simple piece to this model and I think it should stay that way so I wouldn't over complicate it too much if you did decide to add something.
I think some more detail could be added in around the bicep and tricep area, and maybe the back of the forearm as well. But of course, only if you want to :P
Great Technique and craftmanship obviously, but personally i would have left a little more breathing room in the design, like on the shoulders. Too many details added take away from some of the great flow you had going in the armor plating in the earlier passes of the model.
slipsius : Thnx!
GCMP: thnx. I hope ill finish LP
torontoanimator: Thnx
Swizzle i: hehe...there will be mikro detal too ;]
Mechadus : thnx.
Rumkugel : thnx. U are right. Head is to small for this armour, but in this proportions he looks massive.
rollin: Ehh...human anatomy is my biggest pain. Ill try to fix that before end result.
conte : Thnx for overpaint. As i said, i still need to improve my anatomy skill. If not in this model i use your advice in next one.
imperator_dk : thnx
1.3 Million tris? And that was like 4 or 5 updates ago. Holy crap, whats the poly count now? Anyways, I like the design of the model, looks great, reminds me a bit of Starcraft but at a whole new level. Like from an RTS built to compete with Starcraft. Also I agree that the model could use a bit more breathing room visually. Less is more they say. The shoulder area is perfect, the plates on the thighs aswell, but the rest area is heavy visually. But either way, the model looks great and if your at the final stages, just keep going.
I'm sorry, but I need to say, that I don't like it. It's very detailed and you put a lot of work in it and that's nice, though. What I don't like is the whole design, because there is actually no design. It looks too random. Also, the face and the hands are anatomically wrong. But again, I respect your endurance!
Ngon: maybe...but i spend a lot of time to design this.
ParoXum: Yup. The uvs was realy problematic. Ill take te more attention to that in next model. btw. Whole right-down corner was save for any additional effects.
Cool stuff.
I disagree with NGon, since I quite like the large flowing forms you have going on. Maybe some more "mid level" detail would have helped though - right now it's just the really large forms and then lots of tiny detail, which maybe makes it more "noisy" than necessary.
However yes, those UVs could easily be better - you seem to have enough room between the pieces to just scale up every individual UV element without actually re-mapping anything...
Ngon: maybe...but i spend a lot of time to design this.
ParoXum: Yup. The uvs was realy problematic. Ill take te more attention to that in next model. btw. Whole right-down corner was save for any additional effects.
Replies
Crits:
- The back looks a little too open and under detailed. In a lot of console games you're in a 3rd person view and spend a lot of time starring at the back of the character. If course if this was an NPC you would spend most of the viewing time on the front.
- The head might be a bit high compared to where the shoulders are located.
- Maybe raise up the bottom of the foot so it looks like the claws could dig in more?
Really awesome stuff, great detailing!
also, maybe consider having the shoulder pads overlap the upper arm gaurd so it would slide underneath it when he raised his arms. right now it looks like it would kinda get stuck on the lip of the shoulderpad and push them into his head.
neat design man.
great stuff nontheless
it looks like a flipup panel for easy access.
i agree the head looks wonky.
hahahahahha
Great work, there's something up with the position of the head but If I understand correctly thats from another model so I'm banking on that oddness to be fixed when a head is made.
Model is HP. Has something about 1.3 mln tri
heheh
Nop it is premantntly closed.
Here is new up:
And a head.
- The crows feet wrinkles around the corners of the eyes look a lil wonky.
- His ears seem kind of low and small?
- Awesome chin, nose, mouth and jaw, pitty they'll be covered up. But don't change the models design its really cool. Make sure to show off the full head in breakdown shots, it would be a waste otherwise!
And for now more datail with battlesuit:
BigHoss: Maybe one-eye gear would be nice idea. I think about this, coz im getting tired with this model and i have a lot of details to do.
P442: hehe...i think rig will be harder than textures
Detail progress:
And high res:
I think I agree with the idea for an eye piece. The head is the ONE simple piece to this model and I think it should stay that way so I wouldn't over complicate it too much if you did decide to add something.
I think some more detail could be added in around the bicep and tricep area, and maybe the back of the forearm as well. But of course, only if you want to :P
Looking great though. Can't wait to see more!
Arms and back of the leg will be done soon. And then the most difficult part...retopo.
Still detaling up:
for example
if he raise both of his arms hes gonna crush his head
the upper legs parts can use different shape too
but i really like it overall
good work
I tried to lift up his arm and shoulder pad fits. I need to check this again with new up.
HP model is done for now (ill add some micro detail like scraches etc in zbrush , later). Now retopo time.
and hi res:
Amazing work man. Just brilliant.
-N!
Quoted for sheer pisstaking
Looks good,
Proportions of the head are a bit off tho.
i must say that body is eye candy so far!
GCMP: thnx. I hope ill finish LP
torontoanimator: Thnx
Swizzle i: hehe...there will be mikro detal too ;]
Mechadus : thnx.
Rumkugel : thnx. U are right. Head is to small for this armour, but in this proportions he looks massive.
rollin: Ehh...human anatomy is my biggest pain. Ill try to fix that before end result.
conte : Thnx for overpaint. As i said, i still need to improve my anatomy skill. If not in this model i use your advice in next one.
imperator_dk : thnx
And here is mesh:
And retopology scheme
Great work none the less!
After long breake im updating. Baked model low poly (in fact mid poly. This model is only for portfolio so i wanted to save all details).
First attempt to normal. Ehh now i see that shoulder pad and belt are going to be remaped and rebaked.
17,5k tri and maps 2048x2048.
Mesh:
High res:
Tex:
ParoXum: Yup. The uvs was realy problematic. Ill take te more attention to that in next model. btw. Whole right-down corner was save for any additional effects.
Some color schemes:
2 with some more darken greens.
keep goin!
I disagree with NGon, since I quite like the large flowing forms you have going on. Maybe some more "mid level" detail would have helped though - right now it's just the really large forms and then lots of tiny detail, which maybe makes it more "noisy" than necessary.
However yes, those UVs could easily be better - you seem to have enough room between the pieces to just scale up every individual UV element without actually re-mapping anything...
Can we see the concept-drawing?
Or how did you design this?
Sure:
First was initial sketch:
http://img339.imageshack.us/i/rzut2.jpg/
http://img12.imageshack.us/i/rzut1v.jpg/
then i made 3d sketch:
http://img510.imageshack.us/i/21finf.jpg/
and realized that almost all chest doesnt fit to this men. So i remodeled and remake proportions. This was firs pic what i posted here
9!
but see if you make it less like plastic
Love how this progressed.
congrats
I came
Hard...