So, I was looking at Sam Fisher in the Splinter Cell Conviction demo, and playing some Bad Company 2, and noticed that, "damn.. I, too, want to make some stripey pattern functional material clothing!". So, I devised this plan to make a top, elite, cool, Sam Fisher-ish guy dressed for ops in a desert-y area, and after a couple of weekends on and off I've come up with this.
I just added the skullcap and realised, "oh fuck's sake, he looks like some kind of
desert snowboarder!" so now my plan is to finish adding a few more bags, a holster and a pistol, maybe some clever communications thing, and then see if I can't make it a bit more dirty..
Now, I did a quick paintover and added a beard (this is going to be really popular what with the new Medal of Honor game, so trying to get this done fast..) and non-realistic camouflage paint, and damn if he still doesn't look quite a bit like a stupid snowboarder dude, with highlights in his beard, but I think it's kinda in the right direction..
Any comments and crits are welcome. If possible I like to avoid too much camouflage patterns just to keep him not too noisy, but if this snowboarder thing persists I might just have to give it a try!
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http://sphotos.ak.fbcdn.net/photos-ak-snc1/v264/120/50/787684348/n787684348_501642_3370.jpg
Some more pouches, and of course weapons!
I made a quick test with a brimmed hat, and it seems to be working out pretty well. Just need to add a bit of variation to the fabric, maybe a few air holes and such..
Just a quick question, how much of the boots did you model before taking them into ZBrush? From the lower SubD level shot it looks like they were modelled pretty close initially. I always struggle so much with footwear in ZBrush and would be interested to know how you got yours looking so good.
creationtwentytwo Thanks for the kind words. This is what it looks like when I bring it into ZBrush. It's just the lowest subdiv level right now, so it's getting quite affected by the higher ones, but I hope this gives you an idea.
What I do is I sculpt just a basic boot. Pretty much what you see in the image below (the actual main foot part), export it and bring it into 3D-COAT where I use the retopology tools to lay out the extra stuff, and then bring those into Maya to thicken them up, add the holes for the boot laces, etc, before I bring them back into ZBrush and add the actual texture details there. Hope that helps.
I dig the overall feel of the character and the acessories he has , nice one !
creationtwentytwo Glad I could help
EDIT: LOL, I just realised there's a slight likeness...
Yeah, the hat is too thick, but I tend to do that on all garments that stick out into thin air as it makes it easier for me to bake the normal map (right now I probably won't have to worry about tweaking xNormal's settings so the upper and lower part of the brim won't pick up details from each other). You'll notice there's no detailing along the edge in this case, just so I can easily make just the low polygon model thinner once the textures are done.
how did u do that fabric texture?
All right, so I decided to start on a gun today, just because the next step is to model the holster and position it on his chest. I've only attempted modeling a gun once before, since I'm not a weapon/prop artist, and it's proven to be one fucking ballache so far.
It's obviously missing some things that I haven't had time to put in, and as I'm stepping up in levels I now need to model in the details on the back of the slide, as well as fix the grooves on it that are way too deep. About halfway through the modelling process, I think..
Oh, it's a Glock 19 by the way, and while I'm normally receptive to suggestions, any comments on why this and that pistol would be better will be met with a very childish and defiant, "oh shut it, whydontya.." :P
http://img235.imageshack.us/img235/9465/glock19od01rf7.jpg
personally i think you should mod this baby up a bit:
http://www.thefirearmblog.com/blog/wp-content/uploads/2009/01/1770732overaccesorized.jpg
Thanks for the tip...:thumbup: