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Massive black inspired!

Hey working for the first time on a (I guess) current gen character (apprx. 3000-Polys) and I'm basing him on a beautiful concept done by the amazing people at massive black, Thanks for the inspiration!!
allright so here is the ref art and then my wip, crits are a BIG welcome! Thanks!
1RFG_VolitionRFEDFgruntPosedHD.jpg
soldierwip.jpg
soldierfacewip.jpg
still rough, one big thing though, I want to lower the goggles

Replies

  • cholden
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    cholden polycounter lvl 18
    You're going to receive better feedback from full orthographic views of your work. As in, a nice front, side and perspective view of your character.

    At a glance, he's looking skinny from the side, but it's tough to tell from the images presented. It goes back to one of those classic problems of is it a human wearing uniformed body armor or is it empty uniformed body armor floating under a head.
  • mikezoo
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    mikezoo polycounter lvl 14
    From how your approaching this model, I gotta say, that you actually not off to a bad start.

    BUT, holly bejuzes. Sculpting this entire dude, from one base mesh, is like a modelers suicide mission. You gotta break that shit up.
    For instance, I would not, model that guys face and goggles and helmet as one mesh. Talk about difficult. Break it up. Base mesh the head, then the goggles and chinstrap. then the helmet. Then if you so inclined take it into zBrush. I would deffently start modling in a 3d package first though.
    I would Tottaly approach this for the whole character. Boots, clothing, assorories, shoulder pads, ect.

    Not only is sculpting the entire character from some base mesh, an increablly hard task in its self, from a techincal standpoint it's worthless. Well, not worthless, but less than practual. Proper Topology is going to go downhill and not to mention the biggest problem; polycount. Eventually your going to need to be at subdivison 8 or nine to achive such results, and its going to be taxing your compurter like crazy. no bueno.

    Break that shit up bro. Dont let this discourage you though. The end result will be FAR superior when you finish. :thumbup::thumbup:
  • Jasonin3d
    Man!! You guys ROCK!! Thank you for this!! I admit that posting only those 2 pics wasn't much to work with ! I admit I was working with 1.5m polys and that was fine but the next division was bringing it at 6m and my pc didn't like that! So I was working out the details in my head as to how to fix it and your right mikezoo, I'll have to cut him up! sure it means restarting from Almost zero (I did my base mesh in Maya) but I gotta start right if I want to do something great! Allright I'm starting this right now! thanks again! -OFF to work now soldier!
  • Jasonin3d
    okay! here's the brand new start!
    here's the base model all cut up, and a quick anatomical check!
    MayaCutup.jpg
    mayaMuscles.jpg
  • mikezoo
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    mikezoo polycounter lvl 14
    Better way of thinking, and allready this is going to work much much better than before. But now, I would say get him in more of a T pose. Legs straight, arms out a little more. Maintain equal edge loops spacing and deffently put some time into this stage. Despite that he works with the anatomy reference, something is still not convincing of correct proportions. Perhaps its the pose.

    Like i said, put some time into this part before you take it into zbrush or start modeling folds in the shit. Correct anotomy, proportions not to mention a sold pose will take this dude to a whole new level.
  • Jasonin3d
    hey, here's a face upgrade, I wanted to jump in Zbrush for bit (The chin and cheek look a bit weird caused by future chin strap)
    faceWip.jpg
    as for the pose I think I'll stick with it for this one, since I find the T pose is not as natural of a pose and the position of the muscles in the shoulder and back are more deformed in the T pose compared to this one vs normal gameplay poses (<-I hope that reads allright!?) I will definately retouch the edgle loop for the body. As for the anatomy I agree the thigh is gonna be a little bigger and same with the forearm, I'm also thinking about exagerating the hands just a little (michelangelo's david style)

    Thanks again!! More to come (soon I hope!) isn't always easy with 3 kids hehe!
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