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[FIGHTER] SF3: 3rd Strike - Q - Sir-Lucius

Sir-Lucius
polycounter lvl 9
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Sir-Lucius polycounter lvl 9
Latest Update: Q_Final_HighPoly1.jpg

423px-Q_big2.jpg

Q is one of my favorites from Third Strike, not because he's particularly good or fun to play as, but because I love the way Capcom handled the character, from his design, to his moveset, to his personality (or lack there of), to the fact that he doesn't look like he belongs in a fighting game in the first place. Nobody knows if Q is a robot or a human so I've decided to meet in the middle and do a cyborg/android/half-man-half-machine-whatever. Planning on doing him in a futuristic noir fashion while retaining as much of the classic CIA spook aesthetic as possible (think Deus Ex meets the Manchurian Candidate).

Not quite sure how far I want to deviate from his original design yet, but I do believe a big part of what makes Q, Q is the feel he evokes, seeing as the design itself is relatively simple.

Mood Sheet:
Q-Mood_Sheet_01.jpg

Replies

  • Shadowplay
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    Shadowplay polycounter lvl 13
    Dont forget the cybernauts!

    robots_cyborg_cybernaut_standing.jpg
  • Sir-Lucius
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    Sir-Lucius polycounter lvl 9
    @shadow How could I forget the cybernauts?!

    I probably should have updated sooner but whatever. Still need to finish the arm/hand plating. Not sure if I want to mirror it over to the other side or not, although in the end it won't matter that much since I'm planning on giving him an overcoat. Most of the cloth stuff hasn't been sculpted very much so I'm aware things like the sleeves need a lot more attention. Also the fingers are kinda wonky but I knew I'd be giving them the hard surface treatment so they won't look so off in the next day or so.

    The hair is a placeholder; he looked like Mr. Freeze without anything and I was finding it pretty distracting. I'm contemplating making his mouth more metallic or changing the shape of his glasses to something more square and encompassing. I know I want to push the metal into his head more to make it blend with the fleshy bits but I'm still kinda working out the rest of his facial design. Not having the helmet basically leaves the entire face up to me so I'm forced to get a bit creative. Any help when it comes to the face would be a huge help.

    He's a little plain right now but I'm planning on most of his personality showing up in the texturing phase so I'm not too worried. Overall I'm pretty happy with where I am. Still have a few major pieces left to make and then it's on to cleaning everything up/detailing. Crits and comments appreciated.

    Q_Front_Back.jpg
    Q_Side_Quarter.jpg
    Q_Head_Close.jpg
  • exhatrent
    That looks really good.However its not my kind of thing..I would not use it myself, but i guarentee theres alot of people here who would.In game screenshot?
  • Sir-Lucius
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    Sir-Lucius polycounter lvl 9
    Haven't made as much progress on this as I would have liked. Had some second thoughts about the design but I'm rather happy with the direction things are going. Still quite a few areas that need some more attention and I want to do at the very least one more detail pass on the more complete parts. I still want to implement an overcoat like in the original design but I'm not quite sure how to make it work. I've put a lot of time into the details on the arm and I want to show them off.

    Q_View_01.jpg
    Q_View_02.jpgQ_Arm_01.jpgQ_Arm_02.jpg
  • EmAr
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    EmAr polycounter lvl 18
    I love the hard surface details. Did you make them in ZBrush too?
  • Sir-Lucius
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    Sir-Lucius polycounter lvl 9
    Yeah so far everything but the hat, hair, and glasses has been made in Zbrush. Those were made in Maya. I was going to try out Shadowbox for the glasses but I was having a weird scale/resolution issue and decided to just make them in Maya to save some time.
  • Hellstern
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    Hellstern polycounter lvl 11
    Digging those details.. so far it looks interesting but i just imagining him in a wil wild west movie) maybe it's the hat
  • OniLolz
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    OniLolz polycounter lvl 13
    Really good! I'll keep an eye on this :)
  • Straw
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    Straw polycounter lvl 10
    Great details, but I'd work a lil more on the hat!
  • Sir-Lucius
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    Sir-Lucius polycounter lvl 9
    Thanks guys. Decided to ditch the hat as I just couldn't get it to work. When I got the right shape it wouldn't fit his head and when I got it to fit his head the shape fell apart. Go figure. :p

    Got a fair amount of work done on the vest and boots. Finishing up the jacket now so all I really have left is finishing the hand. Then it's onto final detailing, texturing and building the low poly.

    EDIT: Also just noticed I forgot to hide the laces subtool for the left boot. Was playing around with laces instead of straps a bit earlier but I feel like the straps fit a lot better.

    Q_Body_Update.jpg
    Q_Head.jpg
  • AjdinBarucija
    i really like it so far, well done! Have to remember this "mood sheet" thing. Learnt something new today *does a dance*
  • Sir-Lucius
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    Sir-Lucius polycounter lvl 9
    Quick update. I had hoped to be finished texturing by now and onto building the low poly but between Valve and their Portal 2 shenanigans and Spotlight crashing at the drop of a hat (which apparently is a common problem?) I haven't gotten that far. I'm relatively pleased with where things are. Not quite sure about the light brown on the vest but I wanted a little bit of color besides that super deep navy. And I've been too lazy to update the belt loops to the lighter grey from the original brownish color. :p Also there's no mouthsack so the space between the mouth looks ugly but, again, I'm lazy so I'll fix that when doing the low poly.

    Q_Clothing_Update.jpg
    Q_Head_WIP.jpg
  • Sir-Lucius
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    Sir-Lucius polycounter lvl 9
    Finished up the polypaint this weekend. Working on the low poly now. Haven't bothered optimizing much of anything. I've mostly been focusing on silhouette. More to come soon.

    Q_Final_HighPoly1.jpg
    Q_HeadFinal.jpg
    Q_LowPoly_WIP.jpg
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