EDIT:
Latest :
Hey guys, doing my first ever full next gen character.
Here are the orthos I did:
Without the helmet version:
www.jordylakiere.com/upload/charlesMlloyd/Charlesonly.jpg
Not much to show yet, but I started really roughly blocking out today:
(I'll tilt and position the head afterwards)
Atm my plans are doing a VERY rough blockout of the character in max, then bring it into zbrush and sculpt entirely, then retope that to the low, and do the bakes etc off that.
For the chair and helm I will model it subd in max, then make a low off that by working as organised/non-destructive as possible.
I think this is the best way to go, although I could model the low p char in max first, but I figured I wouldn't do that since its quite organic (even his clothes) and it might end up taking a lot longer I think (and looking worse, cause zbrush is alot more versatile) I like the balance between organic -> zbrush and mechanic -> max, in terms of the ammount of practise I'll get from it.
If you have any ideas on the design, tips, or maybe workflow tips, please go ahead and do tell! I really want this to be perfect so I finally have something I'm happy enough about that I can put it on my future portfolio.
One thing, I tried the zbrush 4 retopology thing, but they seem to have changed the opacity of the back wires and front wires which makes it REALLY really difficult to do. (even if I tweak the values under preferences) Is there a better way to retope a high poly? Other software that might be much better at it?
Thanks for reading! Updates will be coming in over the next few weeks.
Replies
I will probably make the spokes see-through, and make the tires themselves less wide.
POFFINGTON: sorry about the insane image size, I only noticed that after posting. I will change it to be less ridiculously huge later today when I'm home
I will work more on the blocking out tonight after school!
Here's the max basemesh so far:
And I slowly started sculpting out the head. I'm liking the feel of the side view atm but not so much of the front (tips to improve it welcome), this is just one WIP of many.
I believe once you add some really deep sharp wrinkles it will add some great feeling to the character.
The face sculpt is looking promising. I'd recommend looking at more photographic references for elderly males, even if you aren't going for photo realistic style.. Like these:
http://msnbcmedia1.msn.com/j/MSNBC/Components/Video/090123/tdy_lauer_vigoda_090123.standard.jpg
http://www.lbnelert.com/wp-content/themes/default/images/lbnelert/090619_lbn%20see%20it.JPG
http://1.bp.blogspot.com/_6IDK_OzQUjA/TO8FULn3diI/AAAAAAAACbo/jQW1CxtFelc/s400/art.vigoda.gi.jpg
http://www.planetemerson.com/images/crashquotes/GeorgeBurns1.jpg
I started on the shirt cloth, and did a basic assymetry pass on the head sculpt. (although its not done, I still have to fit the face on the monocle for example.)
Here is another update:
Crits very welcome!
I also did the wheelchair wheels in subd, but thats not really worthy enough of a picture. I'll post some WIPs of the hard surface later on when I have more to show.
More coming quite soon.
Anyway, another big update!
More coming soon again!
I also sculpted the cushions, but I still have decimate them and stuff before I can add them. (I forgot to) Just noticed the weird seams on the gramophone too, gonna have to clean those up.
Due to some odd timing/planning mistakes by school and myself I ended up making the 2D modelsheet AFTER the sculpt, so yeah. On the other hand I had the luck that I could use the sculpt as good ref though.
Let me know what you think!
Keep in mind theres a bunch of details I left to the photoshop nvideo filter for the normal maps, like that pattern that is missing in the plate where the legs would rest.
Great job so far though!
You might want to thicken up the axles at first they looked like just more cords hanging down, maybe some mechanical looking ball joint or sock absorber?
You might want to pull the skin out from under the monocle, from what I understand it gets pinched between the eyebrow and the cheek? Right now it kind of looks like his eyebrow is holding onto it?
Anyway to wrap it up I brough the wheelchair into zbrush, and fitted the char in it. I also made the shoes in max, and resculpted a few areas. Obviously I reposed his arms too for easier rigging and retoping eventually, and sculpted the areas under the arm and stuff
I'm supposed to be done with the low poly version of it within the next two weeks, so updates coming soon! The max tri count is 15k, I have absolutely no idea what to expect here (too little, too much) as I have no experience in chars etc, but I hope I wont run into any major shortage of polygons.
Hope you like it!
Next up is unwrapping (yay! /sarcasm) then baking and texturing obviously. I really hope to get it done before next week, but I dunno yet how time consuming the rest will be.
Here's a viewport grab. (hence not insane quality anti aliasing etc)
The normals are still a bit rough, some artifacts here and there, but I'm getting close to the actual texturing. Crits welcome!
Maybe it's that they look too beefy, like he's about to be seen drag racing across a desert. Maybe it's because of the spokes, you don't see wheel like that too often anymore even in modern society. When you think 'future wheelchair' you think hoverpads, or something slick like the wheels on professor X's chair in X-men the movies.
Lovely hi-poly stuff so far though!
He's supposed to look ill and the shirt should have a satin-ish look although I'm having trouble realising that for realtime stuff without any special shaders or anything
Crits very welcome
Ideas are very welcome.
This will probably be the final for Charles, but I'll work on it more after the exams for portfolio material, so definitely crits are still welcome.
Chair texturing tomorrow!
Rigging him to a biped for some posing is on the ToDo list though.