Playing through Arkham Asylum I realized I dont know as much as I thought I did about batman. One character in particular; Prometheus. The concept art for Prometheus was awesome, even though hes a villain, I thought it would be a great excercise for anatomy. So Heres Prometheus, granted theres not much yet changed about the overall design of the char and this is my first anatomical model. I think I did well, but Im up for advice about what to change. The mid section gave me a lot of problems but the rest of the models anatomy looks good.
Because he doesnt wear a lot of armor I need to model his physique to some extent areas Im concerened about are the mid section and lack of definition on his sides and the legs/arm muscles. Also, If anyone can give me any tips about setting up cloth Id appreciate it, especially since his cape is all bunched up at the neck. The first pic is the reference.
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Also give the poor man a ribcage .
Keep going!
Also try not to optimise the mesh till your finished, keep it in quads for as long as possible, as it just makes a cleaner mesh to work with. (can't select proper edge loops with so many tris).
Heres a clip with base materials for an Idea of where the colors stand
If a hi res sculpt such as ZB will be part of the workflow for this, don't worry about the low res- I don't even make any pow res parts until the whole hi res is finished. I just bang together any old evenly quadded shape that'll modge up into what I need in ZB if it's organic, or I model a proper "loads of polys" sub-d based mesh for my hard surface. I'm not exactly an expert but I am pretty sure this is the optimal approach.
~P~
PS regards poses- people do it different ways but I find a 45 degree angle on the arms is a more natural pose.
Quad mesh for sculpting
Sculpt outputed at medium res > retopo low poly.
If you do the low res before, you will be stuck with the shape of the low and will get a generic uninteresting high res mesh.