Hoy,
I thought it would be fun to sculpt a wrestler type character. Nothing too fancy in terms of detail, just make a big muscular chap.
Started off with a quick z-sphere sketch in ZBrush, cleaned it up in Max and then brought it back for sculpting. Boots and mask were created in Max and then sculpted on in ZBrush.
Im not sure how much further im going to take him, maybe add finer details or create a game mesh version.
EDIT, Veryyy quickly roughed in the knee braces and laces at the back of the mask. I think more attire will detract from the main bulk of the figure so this is limit of what I want to add.
Replies
http://www.highspots.com/wrestling-masks.asp?id=49
regarding attire, I may give him some knee braces and add laces in the mask however I really want to keep the body the main focus here so simplicity is key.
To do wrinkles on the clothes, I use the inflate brush at a setting of around 25-40 with gravity set to high and lazy mouse on. I then use the smooth brush to soften the end of the crease where it starts to flatten again on the material.
* Changed the curvature of the trapezius a little so that the curve flows better with the shoulders.
* Softened the chest and arm muscles to give a more aged look.
* Added a little gravity to the skin to show slight sagging.
I've decided to definitely work on a low poly version and get it fully animated. Capping the model off at about 6'000 tri's.
the mapcap is available from www.selwy.com. Just have a search through his site.
Some inspiring art on there as well .
For his legs, I'd say they're too big. Pencil-leg him because you don't see legs that big on wrestlers really.
Initially I had intended for the figure to be quite large in bulk however I didnt want his muscles to be overly "ripped" but rather indicate aging which is why his legs look so soft. However in retrospect I probably should have softened the upper half more to make it work better.
Whilst I have tried to exaggerate the proportions in places, there is no excuse for bad anatomy. I'd be greatful if you could point out the specific problem areas as i've been looking at this mesh quite a lot so I don't notice issues as well as I did at the beginning.
The reason for his traps extending up to the back of his neck was to try and show his head sinking into to his body emphasizing his great bulk. His upper body is supposed to be quite large in contrast with his head.
Initially I tried experimenting with the legs, trying to make it smaller so he would appear more gorilla like however I found that this contrasted way to much and appeared too "comical" so I decided to give him reasonably sized legs. After some feedback today ive decided to make the calf muscles smaller so they don't look too disproportionate to the quadriceps.
I did finish working on the low poly for this character the other day and have just finished rendering the normals/AO maps. The final tri count is around 6'362 triangles (includes eyes, mouthsock, tongue and teeth) and is currently being animated on. I should have the texture finished by the end of the week.
No problem. Starting at the top, I don't really buy into the trapezius, particularly the clavicle section, it appears too deep. Can't comment on the lateral deltoid from these views but the posterior head shouldn't connect to the traps like that and theres no sense of the long head of the tricep. Theres also no hint of scapula - which throws off the whole back (teres major/minor/infraspinatus). The lats feel very thin too, where they should be thicker, especially for someone of this size. I'd look at the flexors of the forearm and some attention to the elbow region too. Legs are not revealed too much so I'll save that.
Regarding the texturing, I've started working on the texture for the character. I'm still messing with Marmoset's settings to get a good screenshot.
good work