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!
still rough, one big thing though, I want to lower the goggles
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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.
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:
here's the base model all cut up, and a quick anatomical check!
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.
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!