So i've lurked here for a while, like many others. Never posted because for the past few years I haven't had a lot of time towards 3D stuff, and looking was good enough for me. This has changed, so...now I'm posting. woooo
To wake my artistic muscles up, I've taken to doing a bunch of super mario characters in a semi-realistic manner, perhaps to buff up my lame portfolio. I'm hoping to get through mario, peach, luigi, toad, and bowser. Also, I'm making this up as I go and out of ideas my concept-artist girlfriend has come up with. So far I've redone mario almost completely because I've learned a lot of great techniques and i couldn't help myself, and hopefully by posting here I'll get great tips that I'd never come along on my own.
For mario, i was so tempted to make a small, fat italian guy, but then i thought...he's gotta be a pretty built dude to be jumping on crap all the time, and hauling around massive wrenches. He's got a bit of pudge, still. Couldn't resist.
Though, i don't like the pant folds so I'm re-doing em. I did it too sloppily and rushed it, and i dont like it. Highres shots:
And here's toad. I used the default Mudbox man-mesh because i was bored in class and wanted to work on something...oops. It's got weird topology on the face, neck, and hands are meh. OH WELL.
Does anybody have wicked sweet tips on how to sculpt nice hair?
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Dunno how I'm gonna handle the hair. Probably gonna do it by hand in instead of photosourcing it, or maybe i'll just get rid of the hair in the normal map and xnormal what i come up in the diffuse. Any tips, laddies? Please?
I say keep the normal for the hair, and definitely photo source it otherwise you might loose the realistic style. Just maybe add some alpha planes on top to get some fuzziness in there so it doesn't look not too greasy and sculpy. But its turning out pretty awesome.
maybe? started screwing around with hair, no sideburn on the diffuse yet. Probably gonna redo the normal for that part, as it doesnt make sense.
Actually, i dunno if i like the top part of it. It doesn't seem very...well, it doesn't feel like something that would be awesome to bash something in with. I'll gather more references.
Here's some highres shots, havent done lowres yet. Modelled half in maya at school, finished in 3DS at home. Renders from mudbox.
First time using marmo, sweet program. I've learned a metric crapton on this guy, from texturing to sculpting to my workflow. I used this model to also teach myself rigging in Maya, so that took a while...figured out why wrists are always pre-rotated the hard way
I've spent a looong time on this character, so it's also been rewarding to not lose focus like i do on projects when i get too busy with life. Only a little bit looonger on this guy, then to toad, which has been sitting around on my harddrive for too long.
However that is more of a nitpicky detail, what I would love to see is a cap of some kind like the original maria NEVER leaves without, and it would really bridge the gaps between two universes. At the same time the modern look and originality of your mario character is preserved.