*edit: throwing the latest update here too i guess*
wakka wakka.
saw this concept by hethe over at cghub and really wanted to try it out, crazy proportions ftw (tho mine still need heaps more pushing i think)
http://cghub.com/images/view/38426/
anywhoos, got a rough anatomy blockin and started quickly sculpting out some clothes. I gotta go back and resculpt it all with more sense behind the folds and with symmetry off, but testing out shapes atm.
Comments and crits would be aws, especially on getting the proportions and junk looking right :poly142:
Replies
At first i thought the character was going to be an elderly, but strong samurai or something, but this is cool as well .
It's a pretty slick concept, so I'm looking forward to seeing how it turns out in 3D.
If you're planning on using this as a folio piece, I would strongly recommend you ask permission from the original concept artist.
emil: agreed on the permission thing, just wanted to make sure i didn't give up after 5 min of crappy sculpting :P
redid the pants, still kinda messy (i should prolly grab some ref sometime >_>)... and threw a bunch of blocks in there. that helmet thing is gonna be crazy :poly142:
~P~
ioster: cheers man. He's got some really cool stuff, love his style
Razorb: thanks man
Tim: cool point on the legs, been really hard fighting with zb perspective and maya perspective and how the final fov should look... hopefully got them lookin a little thinner ^^
praxedes: hehe, make sure you post prog pics so i can steal all your ideas... no clue how i'm gonna tackle some of the other block elements yet :P
pior: woo, cheers man ^__^
thanks for the replies everyone. Finally got a block helmet in to test the shapes and proportions, needs to be bulkier... and betterer :P
head still needs some tweaking, but i can't wait to do the final goggles, cube map over orange diffuse with increased spec power :poly142:
thinking of going photosource texturing too, produces a weird realistic result which should look kinda cool over the the crazy stylized anatomy.
Your such a game art whore!! I like it
His gentlemen area looks scary tight.
But it fits this character.
penrod: ty ^^
martinszeme: wouldn't want anything being loose now :P (tho i might be making the folds a bit too small, moreso in that 'area' :poly122:)
mini update before i go play some vidya games or whatev. Not really diggin the pants, tried resculptin already and going over it a bunch of times. Think the folds might be too small and not big and baggy enough to indicate the right material, mebbe.
I'll see how i like em after shirt sculpting and replacing some of those block meshes.
As always, very impressed by your work ethic. Keep it up!
As mentioned, you're making great progress too!
if anything i would say the head is too big and helmet too small if your going to match the concept exactly. up to you really.
good work so far!
aesir: cheers... just wait till i take my regular 2 month break between modelling and texturing :P (jk, gotta get this done before my photoshop trial ends)
OrganizedChaos: ty. Glad to hear things moving forward on this stuff ^^
warriah: cheers dude. Agree'd on the helmet head situation, tryin to get the rough shape/scale right in zb... make sure you post yours up some time, would be nice ot see how it's done (never saw how your comicon spiderman ended up actually, gotta go hunt that down now)
thanks for the nice comments all, still working this stuff out. nice to be doing some more things in maya again and just sculpting in detail. Sorry for the colour correction too, i kinda like it but might not be everyone's taste.
anyway, yesterday didn't go so well. Boots weren't shaping out nicley, sub d modelling the knees was lookin crap, then the pouches were a pain in the ass.
Anyway, i came back in today and just free sculpted these pouches out in zbrush and i'm heaps happier with them now. Gotta get some more easy stuff done before tackling the knees and boots again (still got helmet to go ).
Don't you think crotch area spread large.or is because standing pose...:)
love that belt though!
Beautiful work!
wizo: thanks man
autocon: hehe, cheers. Agree'd on the legs, hoping the new boots will help out
Jason: :poly124: thanks man
subpablo: cool points, consider it done (once i get back up there ^^). Thinking of flattening out the planes a leetle more too, get some sharper edges in between forms
i keep putting off the boots, knees and helmet i think, lest i fall back into more slump :poly122:
anyways, still got more to go on the hands (better folds/forms, seams, etc) but got some mad sleeping coming up (it's gonna be tight yo :poly142:)
almost done with this guy. Still got shirt and gloves refining... mostly been struggling with the hard surface/sub-d modelling on the helmet so far... Really hope it turns out half decent to finish this dude off.
kinda pissed with how the knees turned out but hoping they can be salvaged with some texture work. Don't think they've got as much character or style as i'd like.
Gonna go do the low poly for a bit, mindless retopo and uv'ing should be a nice break :poly142:
(and magenta rawks >:{!!!)
I tried a quick touch up on the 'shoulder' area, hope thats looking a leetle better (the bicep attached to humerous bone, pec rolled over that and delt over that part). Still gotta go over the forarm/upper arm connecting area again, that area is kinda bananas
hmm, now you got me wanting to do a fresh male anatomy sculpt (on top of the 3 other chars i just started up :P). Good stuff to practice on dude.
Stretching to find something to critique. It's shaping up nicely and I admire your work.
Tim: cool point on the gloves. I tried making the folds a little bigger and leather like, hoping they work out alright on the bake
BigErn: thanks man. And here i am beating myself up for taking so long with this :P
poop: thanks dude ^^ Yeah, arm has been buggin me on this guy for a while. Gotta try stepping down in the levels some more and get the forms shaping up better.
anyways, so much for some relaxing retopo... I kinda went overboard on teh details and produced the highest poly game rez mesh evah >:{
At 10k right now, i'm guessing 13-14 with pouches and holster and 15-17 when that helmet goes in there mebbe :poly122: (still gotta get to optimizing in maya mind you)
Hoping it'll bake a decent nrml map at least... could argue that it's the base/lod1/cinematic mesh :poly136:
Just saw that new r3 tutorial vid and those hard surfacey brushes look very cool. Might be a good way to go about the helmet
uv'ing was actually fun, and jesus that soft selection was insanley overdue. Anyway, here's a quick test bake.
Still getting used to new zbrush, figured some texturing would be a nice break.
It's currently sitting at 11k tri's is the only prob. Hoping with a bit more optimizing i can keep it at that with the pistol handle, left leg 'thing' and helmet added in. Maybe 12k, but i guess that's kinda normal for a ut3 lod0 mesh (actually it's on the low side but those meshes are crazy cool).
- BoBo
only really worked on the pants and shirt so far and just started trying out stuff on the head. Thinking a realistic look would be dope so i'll prolly give photosourcing a shot (little joke attempt on the face there).
And workin on a badass marmo post effect too :poly142:
Also found this in the massive black folio. Good excuse to do a detailed male anatomy study base before throwing clothes on
http://www.massiveblack.com/MBwebolution/media/conceptart/atari_SHINYplagueSecurityGuardColorFLAT.jpg
great job so far Nizza
leetle bit mo texturing. Figured how to make a (crappy) alpha mask for my marmo screenshots =D (switch to flat colour mode and clear the diff and choose a contrasting background colour :P)
would be nice if there was a way to plug in a gloss map or a map to control the fresnel exponent thing, soo much materials up in here so far
oh, first one is with sunny, second one is with stormy and slightly upped brightness... think i like stormy better (less blown out), would just have to mess with colour balance more at the end.
kp: ^^ cheers man
almost kinda sorta finished the base textures... no idea wtf i'm gonna do about the goggs... only thing i can think of is duping some geo over the orange part and crank the spec power up... tho i don't think marmo can do tranparency like that.
Oh and more post/sky fun :poly122:
Gotta get that helmet done asap after some sleep... then i can go outside and frollic once more :poly142: