Ahoy,
I've decided to start working on a new character and was set on creating a big fat Mexican Bandito. However after watching Predator.....I went down the mercenary route instead.
Ive tried to create a contrast between the muscles and fat as I wanted him to be quite meaty and overwhelming but also disproportionately fat. After seeing Gav's entry for Dom War IV, I also wanted him to make his legs seem small compared to the upper half of his body.
His hair is a place holder at the minute as I will be creating a low poly version but I thought i'd get some feedback before I continue with the model.
Thanks in advance
Replies
he looks so powerful he is about to burst!
also he looks like he had so much beer that he is about to burst
well done he is a very nice character!
keeping the legs small for this type of characters is a good idea.
It makes them feel more solid like walls!
and the arms look heavy and powerful like blocks of cement!
i like the hair too although placeholder look very "greasy" and they kind of fit
cheers!
Also, he wouldn't happen to be inspired by Danny Trejo by any chance? ^^
http://images.google.com.sg/images?um=1&hl=en&client=firefox-a&rls=org.mozilla%3Aen-US%3Aofficial&channel=s&tbs=isch%3A1&sa=1&q=Danny+Trejo&aq=f&aqi=g2&aql=&oq=&gs_rfai=&start=0
scar face merc meets poncho via
Thegodzero and Crasong: Since I exaggerated the length between his chin and his breasts, I tried to compensate by increasing the length of the deltoid so that whilst his arms would appear massive they would still end up being a reasonable length but still keeping that ape like quality. However, after looking at this, I think the deltoid might look a little too exaggerated and might need to be brought in a bit (they look too much like shoulder pads).
I think Sub_Roland and DKK's comments kinda fit into the same area so im definitely going to give this parts a second look.
StealthSilver: I think I may have exaggerated them a little too mich, ill go over them again.
Oh, and it is loosely based on Danny Trejo .
I should have another update within the next few days as im trying to get the HP done by the weekend.
Looking forward for next update.
UPDATE: Base mesh for the gun.
Though it seems that the muscles are not evenly developed. But this is no big deal, the parts are covered by cloth anyway.
Great style!
I wasn't overly concerned with the polycount so I pushed it to 17'729 triangles (including all accessories, guns and teeth/tongue).
The render was done using multiple Marmoset renders and then compositing them.
I'm hoping to have this guy fully animated at some point (but not by me as my animation and rigging skills are lacklustre).
I'm still open to feedback however whether i'll have time to get anymore done is another matter.
looks great though buddy, I like the vest and cloth work, got some real weight going on
anyway, nice work!
http://www.zbrushcentral.com/showthread.php?t=079141
The "Flynn head sculpt render"
I don't know what was wrong with the grenades as they worked fine in Max, however after triangulating them they seemed to work fine in Marmoset too. Strange. (Thanks crazyfool).
I've tried to add a bit more depth to the hair, however I don't want to push it any further as it might start too look weird. I've modified the boots slightly as well.
With regards to the hair, i've posted in the technical thread with suggestions for this. For some reason Marmoset has issues with overlaying alpha'ed planes (causing underlying planes to not render at all). With regards to painting hair, what would be the best way around it to achieve the effect shown on those Uncharted 2 images? Painting hair on the base of the head and then somehow blending the alpha'ed planes into it? I'm not going to do any more with this model (I think its time to move on) however for the next model (most likely a female) it would be very useful for some hints.
You have no idea how glad i am on the improvement youve made from your previous model. The thing i love the most is how you captured the silhouette of the high onto your low so nicely...which was my biggest negative as far as your previous model was concerned.... So big props on that.
I think you could add in an AO so everything looks settled e.g shadows under the sleeves and the gloves....
I love looking at the model, i bet you had alot of fun