Hiya fellas!
I'm working from this concept :
I'd really appreciate some help with the current model :
Maybe I should lessen the armor details and just work on the base human mesh and then add armor as another object, what do you guys think. Any help or tips is greatly appreciated.
PS : go easy on me 2d. :P
Replies
I'm not sure what the best option on separate models.
Will you be making a high poly version too? To make a normals map?
try doing this then doing the armor on a layer over top. this will give a better idea on how the body would bend in the armor and how the armor would sit on the body.
Alec, try and model from something like this. But you are improving.
Yes I reckon I'm going to re-model it again to get a more human anatomy and work from there, I do plan on doing a high poly model but I'd rather think about that when I'm done with the base.
I'm almost completely new to digital sculpting - any tips appreciated.
why the hell would you even bother commenting useless crap like that? :poly127:
Started re doing it for cleaner approach
If anyone has a helpful comment that would be appreciated.
I would sculpt a good base human form based on your nude male sketch in Z-Brush before adding the armor on. It will make the character look correct proportionally. Then I would add in the armor above the base skin of the character, that way the character looks like he is wearing armor (depending how thick it is)
What ZacD said is some what true if a little too harsh. Getting basic modeling down in one program will help you immensely before jumping into the crazy world of Z-Brush. But is you want to do this to learn z-brush, go for it, you have to start somewhere.
I'm not certain on how I can do what you said, so I sculpt on top of my base mesh human anatomy, then dupe it (or something other) and sculpt armor over it?
It might be easier for you to just stop doing 3D all together and start getting your 2D skills up to par. Focus on drawing before sculpting. You'll spend more time rendering out forms with a pencil/pen/wacom that it will allow you to burn the anatomical information into your brain. Spend more time at places like conceptart.org
Watch more video tutorials if you can. Zach Petroc has a good few dvds by the name of "Form of Anatomy" that'll go piece by piece through the muscle system and proportions.
The way I would go about modeling your concept is this:
-Model the human anatomy base mesh.
-Do a sculpt pass on the human anatomy (musculature). I always keep my anatomy book(s) on my desk as I sculpt anatomy.
-Build the armor in my 3D package (maya), because it is hard surface I wouldn't bother trying to sculpt it in ZBrush. However, hard surface modeling is another discipline which requires practice. I'm sure you can dig up plenty of hard surface modeling tutorials if you took a look around.
I would b modeling a complete suit over the anatomy but then I would add exterior armor pieces as separate objects, is that the right way to go about it?
The thing I was told a billion times - Work on form. Study anatomy.
Good luck.
Here is a character sheet of Spiderman. Spawn and Deadpool would help too. Get lost of reference. Do a search for body armor and superheros like Batman that have gotten movies made and you can compare. Looking at scuba gear and wet suits might help
http://www.celshading.com/gallery/displayimage-search-0-1.html
I suggest you make a layer and trace over it the muscles, etc and how your armor is supposed to look.