Hey, I'm an aspiring character artist (environment and prop too) and am slated to graduate in December. I just started modeling characters and this will be my 4th to date, and second one using zbrush. Even though I go to school I'm more or less self taught.
This is an Ancient Mercenary type character currently at 9,520 tris. There are a few more things I have to add to the base mesh (including a weapon). Here is the wireframes and the WIP Texturing. Crits are welcome, since I am learning on my own any info is helpful.
"THIS IS THE LATEST UPDATE" - Weapons Added, Posed, Lit. C&C welcome!!!
Replies
Think this guy could use more beefy arms.
I'm guessing that's a thigh plate on his right leg? It messes up the crotch area a bit.
Edits: Yes it is leather. Yeah his arms could be a bit beefier but I want him to overall be realistically proportioned. Yeah that's plate armor on his leg, do you think it will mess him up too much for animation?
You're completley right, if he were a real warrior he'd be strong and big enough to support this armor.
So let me know what you think, anywhere I can improve edge loops, mainly on the body as the shoulders/head are separate objects.
And here is a screen capture of the high poly sculpt of the helmet so far
However, I find that your character is too wide. The side view makes him looks fit and athletic, while the front view makes him look bulky/muscular.
Just my 2 cents! Terrific job nonetheless!
~P~
Hey, are my proportions off? That basemesh in the first post is outdated, I'll replace it, the newest is actually a few posts down, and I lengthened the arms and legs and made the arms a bit thicker.
So I'm a little confused, what needs changing? I even brought in a picture from an anatomy book as a picture plane and dropped horizontal planes in to make sure things lined up correctly. Had both my roomates look at it too and they said it was alright. So what is off?
Edit: After reviewing it with my roomate the only thing we can think of is that the legs might look a little short still specifically the thigh. This is because the crotch is lower than a "naked" person because the cloth sags there from his pants, also the kneecaps on his armor come up and over the kneecap obscuring the thigh. I could make it a little longer for artistic liberty, but even then his legs would then break an 8 head tall person.
~P~
I like all the metallic pieces! You should saturate and add more colour to the skin tough.
Looking great!
Some of your small details are pretty good. The body though shows you are uncertain where everything goes, how they connect and what volume those things are. You can put in loads of work but if the base mesh that everything is built on isn't right then it wont matter what you put on top. Look at the work here in the pimp section and pick out the best, you will see that a lot of effort goes into the base figure.
The best way for you to proceed is to make a figure and show the underlying form so people can help you, then build.
There is no way to hide this anatomic stuff, no way at all.
Luckily the chest/back and arms are separate subtools so I can go back in and resculpt them. I definately think the triceps need work, the area directly below the pecs and some parts of the back, I'll likely start from scratch and see if I can get better references.
Ignoring the muscle anatomy how is he coming along? Any comments on the texturing, I'll saturate the skin slightly more.
also, maybe round out the legs a wee bit and rebake. they just look a little flat in the front.
So I'll shrink them and move them down some or just remodel a new set completley.
The hands are rigid just because I modeled them in that way, I'll pose the character later so he won't look like a statue lol.
The helmet still needs the leather wrap to go around it which isn't pictured here, it should significantly change the look of the helmet.
EDIT: UPDATE
Hey the below are some options I'm throwing around. There is the picture of the original, in the "options" I widened the gutstrap and pulled it further away from the body, I also added an edge loop so I could drop the chest down into the gutstrap instead of it running straight into the chest.
In all of the options I shrank the head slightly and raised it further up from the body. I also increased the length between his pecs/back to his neck area slightly.
Option 1 the shoulder armor just shrank slightly, and option 2 the shoulder armor is rotated a little bit, dropped lower and shrank even more, option 3 is the same as 2 but has not been shrunken as much.
Let me know what you think. Thanks!
C&C welcome!
Also I'm thinking about giving him tattoos/woad type markings, yes or no?
C&C is welcome, though I doubt I'll make any major changes now.
I forgot to write down the final polycount, but this entire scene was just about 12k tris, 600 for each axe, and the character himself was something like 9k.
At this point i cant tell if he is supposed to be sci-fi or medieval.
-Buddikaman
-Buddikaman
Gallows: Yeah you're not the first person to say that either, I may have to go in and round that out a bit more. I always intended it to be somewhat flat like but it could use a bit more roundness to it.