I've been working on Verrus for a while. I'm largely self-taught, and half of this is practice, so I started by modeling him almost nude with the intention of sculpting clothes using the anatomy as a guide.
Life drawing classes, why didst thou only have female models?
Anyway, I'm meaning to eventually rig him up. My goal is less than 5000 polys or so, with an ideal goal of 4k. I picked those numbers out of the air, incidentally. As said, self taught. Any critique on this guy is welcome.
The reference drawing (again, overdone as an anatomy study):
Modeled him in 3ds Max up to 4500 polys, mapped him, then imported him into Mudbox. After some further sculpting and refining there, this is what I came up with:
Well, eventually. Those thighs and calves got tuned down later.
Materials, clothes... here's my current WIP screenshot. He's down to about 3k polys here. I'm putting in more detail still, especially around the pants.
As said, critique is welcome on this one. *Fetches security blanket.* I'd really like to do him justice.
Replies
What I think is excellent is you seem to have put a lot of good consideration into what kind of strong build this character will have as of course there is a myriad of different strong builds where a person may have more cardio giving them a slimmer upper body or a weight lifter who would have a large upper torso.
I will try to check your progress it will be interesting to see where you go from your base texture.
I see you have that drawing there as reference, but are you working from that while sculpting, or from a real photo reference? If it's just the drawing, I highly suggest finding some real photos (the internet is your friend here) to use as reference. The drawing is not bad, but some of the porportions are a bit off, and some areas vague. You'll always be able to pull way more detail from the real thing.
I think that I got out most of the weird bits. Thank you for your input, and let me know if anything still stands out! I'm hoping to finish the clothes sculpt by tonight or tomorrow.
xD as artists we take inspiration wherever we can; a friend of mine sketches while on the train to work, might try that, though I might get weird looks too, I think the trick is to wear dark sunglasses :O
As to the newest updates, it was decided by my fashionable sister, friends, and a Mexican-Irish redhead I work with that Verrus simply can't wear red. I changed the pre-material to blue while I consider the color scheme.
I'm trying to finalize the base sculpt before I go any further. Here's the wireframes and the quick renders:
Verrus is currently 5,300 polys (not triangles). He's not been mapped at all yet, aside from the skin, which I did to teach myself mudbox. The eventual plan is to use Mudbox for the normal maps, rig him, then possibly try him out in Torque 3d.
As before, comments and suggestions are welcome. Thank you!