Hey all,
This is going to end up being a pretty lengthy thread. I'm going to show you WIPs as I work on it until I get my final version.
Project Goal: Make a character around 10k triangles with a normal, diffuse, and spec map and put him in the Unreal engine.
Right now he's at 25k triangles because I'm building his mesh for Zbrush.
Critiques are always welcome
Replies
and make those lower legs a size longer!
otherwise lovin the design and silhouette
Just an idea, but seeing how everything else is exaggerated except the hat, why not exaggerate the hat?
brandoom: As for exaggerating the hat, should I make it bigger or smaller?
I also added subdivisions on everything to prep for Zbrush work. Adjust the belts to fit tighter, added the rounds on one of the belts, made the holster, made the hat bigger, and several other small things here and there.
The massive gun is awesome too. Keep it up, I wanna see it finished!
Cool guy, I would play a Third person shooter with him as a main character.
The rest of him seems good but the arms just ruin it for me .
Would like to see some sharp creases in the sculpt though!
MoP: I see your resume states you did some work for Liquid. Their studio is literally a 5 minute bike ride from where I live
Muzz: He probably wouldn't, actually. With normal arms we can reach all the way up to our armpits with little difficulty. Due to the fact his arms are proportional (albeit long), he can reach his armpit just as easily as we can, therefore should have no difficulty reaching his gun.
Of course, this matter could revolve more around the size of the gun and its holster relative to the character... but I really don't care because he is not supposed to make sense . I was hoping people would be able to make the association of the stylization and lack of need for realistic situations.
butt_sahib: I received a crit like this a few weeks ago, so I will definitely incorporate some strong creases in key areas in my sculpt
I'll post the body sculpt in a bit.
What's funny is he turned out a little like Bruce Willis
Anyways, this picture is huge but it shows off a lot.
Comments and critiques are always open, as per usual !
I haven't posted up the low-poly mesh in a while, there have been a few changes since the one in here. I will show the low poly again after corrective modeling from the new level 1 subdiv from Zbrush.
Just a suggestion, how about a cigarette or a piece of straw?
Also, how about a side view of the head.
Great work so far!
As for accessories, I was planning on having a cigarette or a fatty cigar in his mouth
Also.... there should be a side view of the head available... try refreshing the thread, Brandoom. I actually updated the image.
I managed to cut him down to 13.5k triangles... but it's damn hard with so many small accessories. I believe if I want to hit a 10k limit I need to choose a project with less small pieces.
I will post more tomorrow. I just put in a full 13 hours on this mofo today from 2pm to now.
I barely ate today and I feel like I'm about to collapse from sleep necessities.
must... sleep...
more tomorrow
oh and the tri count is high because I just slapped in some sphere primitives for his eyes before I took a screengrab.
bed time.
I like his hat!
I am now well rested (albeit hungry) and ready for more ass kicking today. I'll post up some full screen grabs of him once I bake the normals on his gun and place all the bullets into their slots on his belts
I am baking my normal maps in Maya so the tutorial on Poop's website does not apply. I have also watched the .SWF file that's like 1.05MB by some guy talking about fixing cylindrical issues in Maya but still to no avail.
I will be posting a serious thread aboot it in Technical soon, right now I just have to move forward because the project is due tomorrow so I need to prepare a turn table for it.
I will continue to texture and badass-erize him to make him full portfolio material.
The screen grabs are from Maya viewport, so I have no AA like Max does so some details will appear grainy from far away. I will be in a Maya to Max crash course class next term so I'm excited for that.
I'm a bit beyond the point of return and it'd take a lot of time to fix it.
Thanks
Whats your plan of attack now? I think you should really take care of those six sided polygons before you dive into the texuturing. Other than that I think its looking great dude.
I cant wait to see you texture this guy, as your painting skills are out of this world.:thumbup::thumbup:
Yeah, I will definitely be editing his mesh on his back because a 6-sided pole with two 5-sided polies is pretty bad topology. Shame on me for not seeing it earlier
After fixing his mesh I am going to do some work on the gun because I was having issues baking normal maps. Cylindrical shapes and normal maps in Maya aren't on good terms with each other so I had to post a thread up in technical to figure out my issue.
But! I believe I have it figured out now thanks to some brain geniuses around this forum.
After baking my normals for the gun I'm going straight into texturing. I was really hoping to get a copy of Bodypaint so I could teach myself the program because it seems pretty damn useful. If I can't manage that I'll try out CS4's new 3D painting.
I'm trying to get this project wrapped up before Blizzard opens up the applications to Summer 2010 interns
I'm bumping to see if there are any additional critiques on where he's at right now before continuing.
A thin spindly gun would suit him much better, balance and all that.
funny how you depend on backfaces, like having all those borderedges at the top of the shooes and the holster.. we sure thats ok? ;D .. I dunno, whatever..
gonna guess the inside of his mouth is not there? it all just ends at the lips huh?
no cool clint eastwood lipsync animations to be seen in the future?
As for the design of the ridiculously massive gun, I believe that's a bit subjective. I personally find it hilarious that someone so spindly would use something so ridiculous. I don't want this character to make sense. I suppose it would make sense that when I had originally thought of this character, I was expecting his weapon to destroy parts of buildings by shooting it.
Maybe one thing that makes it seem a bit too ridiculous is that he's holding it with one hand. Having him wield it with both hands and preparing for the kickback of that beast may help.
Is it the same length as his torso? Overall the piece looks amazing, but the size of that gun really really throws it off to me.
Other than that though this piece looks amazing, i can't wait to see it textured