This is a character im making for a uni project for UT3 'Adept', and is based on the UTMale rig.
base mesh in max
in engine (no uv's or textures yet was just testing)
some high poly sculpts
im fairly happy with the head and shoe but im probably gona restart the trousers as im not entirly liking how they are atm
so comments and crits appreciated
Replies
Also maybe finish blocking out the rest of the stuff such as his belt etc. And then just subtool all parts of him into zbrush, that way you can work on it all at once and make sure it works well with everything
Do you have an orthographic shot of him ?
Once again, looking good
If you're trying to deviate from that and make things baggier then I think you're on the right track.
as far as the proportions go when i drew the concept i hadnt considered the utmalerig, so when i drew the reference pics i drew them over the skeleton as can be seen below
this forced me to change the design a bit but its still fairly true to the original
also got the hand done today
as for the trousers i took your advice and had another go - got some references of trousers and creases and im a lot happier with them
so i pop it into zbrush and this happens
the question is, is there a way of making the seam - seamless, like on the base mesh or is there a way to keep both parts always connected etc... .or should i just take the easy option and cover them using some form of shoulder pad/strap etc...?
im pretty happy with this so far but i'd like some criticism if poss before i move onto the next stage . cheers
it has;
custom faction
custom physics
custom arm rig
custom changeable parts - 2 helmets (hoods) and 2 torso's (one with bag one without)
and is all in game and working nicely screen shots below
just need to make a faction picture and cook all the files and it will be ready for release
just testing the package atm so it should be released very soon
Download Here