Home 3D Art Showcase & Critiques

Samus - Victorian Steampunk [WIP]

So, I've been stuck on this model for a while now. It's from a class, but I just feel like I'm not making any progress so I'm looking for help.

The class had the goal of taking a famous video game character and recreating them for the "next gen" era. I chose Samus, but wanted to give it sort of a Victorian steampunk twist.

http://s22.photobucket.com/albums/b306/Murdr/Samus%20Steampunk/?action=view&current=web_fix.jpg

Character mesh: 6302 tris currently
Both armor shin guards: 470 tris

http://s22.photobucket.com/albums/b306/Murdr/Samus%20Steampunk/?action=view&current=Front_Facets.jpg

http://s22.photobucket.com/albums/b306/Murdr/Samus%20Steampunk/?action=view&current=armor_pieces.jpg

Some ZBrush shots:

http://s22.photobucket.com/albums/b306/Murdr/Samus%20Steampunk/?action=view&current=head_zbrush.jpg

http://s22.photobucket.com/albums/b306/Murdr/Samus%20Steampunk/?action=view&current=fullprofile_zbrush.jpg

Basically, I'm trying to figure out which area I should focus on next as it's a bit overwhelming. Hair, ZBrush clothing folds and face detail, armor pieces? Should I model the backpack, gun and helmet and worry about normal mapping? I feel a little lost...

Also, looking for a good way to model low poly hair - I'm thinking poly strips rather than a whole piece (as I've started out now). I'm looking for a good tutorial and haven't been able to find one that discusses things in depth, just a quick overview.

Should I model the armor (from the concept) for the torso area in ZBrush or in Max? Does it matter if the topology doesn't match the armor pieces if I do model it as part of the character mesh in ZBrush?

A lot of questions. I'm really just looking for an answer to the first one and of course any feedback is welcome and encouraged. I'm just starting figuring this stuff out, but I like the community here and definitely need some help.

Thanks!
Sign In or Register to comment.