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TF2 Fan Art - Saxton Hale Model

TF2 Fan Art - Saxton Hale Model:

oBODY:
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o4217174782_48fe166fb2_o.jpg

oFACE:
o4217174824_9492827595_o.jpg
o4217174800_2b0dc71168_o.jpg

so I'm a few hours in and this is still a WIP. I think i have majority of the correct topology and base frame done. I'm hoping to keep him under 5k tris. atm he's 3.1k tris so I still have some room to flex in.

Any critiques is more than welcome.

Replies

  • Wahlgren
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    Wahlgren polycounter lvl 17
    Where's the pic yo? :o


    EDIT: There we go. Arms seem too long. Are you using any concept? :)
  • Jojones
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    Yeah I'm going off the art Valve released in the comics. Here are a few pics I'm using.

    I'm mainly going off the two parachute ones and the shark attack one.

    4217219028_b898ed8b85_o.jpg
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    4216449747_dd0fc835fd_o.jpg
    4217219246_031d7fe041_b.jpg
  • Leech
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    Leech polycounter lvl 18
    Less tris, more style.

    I would start over, go as lean as possible, work on the form before getting into the details. You need to really push the extremes to make him fit in with the TF2 universe - exxagerate the chest and pecs, to me that's his biggest feature.

    Pull some of the TF2 models into your 3D program and check out the proportions against yours. You don't have to use them as a guide, I know you'll pick something up from doing that.
  • Wahlgren
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    Wahlgren polycounter lvl 17
    Well. I understand why the arms are so long. It seems like they change length and thickness in every shot. I agree with trying to import some tf2 models and check how they made them.
  • Gallows
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    Gallows polycounter lvl 9
    Definitely stylize it a load more. With something like TF2 you might want to go with the brutish like body of the heavy for reference, or get the old character sheets from the Marvel Comics books. Best of luck man, and keep it up.
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