Very interesting style going on, and I like it. I would be mind blown what you would have in store for Wario and Waluigi for creepiness if you consider it.
Is the t-shirt under the overalls connected to something or did you delete the poly's there?
I think you've mentioned how you've done it already but how did you do the clothes? Did you just take polygons inside max and duplicated them or did you just select and duplicate parts of the mesh inside zbrush with a mask? How do you make sure the meshflow stays relatively tame for sculpting in this case? Is there going to be holes in your mesh on the t-shirt? Hair or whatever?
I know I'm asking a ton of questions but I wanted to say I really appreceate your work, congratulations on the Brawl character results.
if the back of the vacuum is attached to his suspenders, wouldnt they be pulled stiff in the front instead of having as much slack as they do?
Good point. That strap at the back looks a bit awkward anyway(hell the whole thing does, heh) so I'm probably going to get rid of it and have one over the shoulder or something.
-- edit: image replaced with link, scroll down for update --
Did a bit more tonight, again not much just did some stuff with the mustache and the arms.
Shirt and overalls are far from done too, will create some more interesting folds/tension points.
@ PolyC
The t-shirt subtool cuts off shortly under the top of the overalls, yes
As for your other question, seeing as it's all cloth, and for the most part, conforms to the shape of the body, you can just extract what you need from the base, apply a push modifier and fiddle with the rest, aint that complicated. It could be done in Zbrush, yes, but I am far more comfortable setting things up in Max as I find it just a bit cleaner in general.
for the meshflow question, I'm guessing you mean even polygon density across the model? Just add more edge loops where they're needed I guess. makes sense to have a more dense mesh for the finer areas like the face etc. This is all split into subtools so it's not really a huge deal.
Hope that helps, I'm not the best person to ask this kind of stuff, heh!
How did you do the frayed edges of the bandage on his arm was that just small extrusions? looks great btw, love the style adds so much personality to the character
I'll probably have a big toe poking through or something if it isn't too hassling.
weekend progress, had a corrupt ztool so i lost a bit of work but fairly decent progress...
Closer...
CLOSER!
Still gotta make the straps more interesting, add a couple accessories to the belt, sculpt the neck, work on the legs some more, do the feet, wrists/hands blabla bla a lot of shit
also needs more facial hair along the side of his jaw, right now it just looks like his jaw is super far back because it's so faint.
Would be cool if you put mario and luigi in a little scene together, maybe Mario slightly dodging while firing a fireball at luigi (fireball mid-air) and luigi trying to hit mario with his vacuum? Just an idea, and would be some pretty simple rigging and placing
Replies
Did a bit more tonight, not a great deal though..
I think you've mentioned how you've done it already but how did you do the clothes? Did you just take polygons inside max and duplicated them or did you just select and duplicate parts of the mesh inside zbrush with a mask? How do you make sure the meshflow stays relatively tame for sculpting in this case? Is there going to be holes in your mesh on the t-shirt? Hair or whatever?
I know I'm asking a ton of questions but I wanted to say I really appreceate your work, congratulations on the Brawl character results.
Good point. That strap at the back looks a bit awkward anyway(hell the whole thing does, heh) so I'm probably going to get rid of it and have one over the shoulder or something.
Seconded!
-- edit: image replaced with link, scroll down for update --
Did a bit more tonight, again not much just did some stuff with the mustache and the arms.
Shirt and overalls are far from done too, will create some more interesting folds/tension points.
@ PolyC
The t-shirt subtool cuts off shortly under the top of the overalls, yes
As for your other question, seeing as it's all cloth, and for the most part, conforms to the shape of the body, you can just extract what you need from the base, apply a push modifier and fiddle with the rest, aint that complicated. It could be done in Zbrush, yes, but I am far more comfortable setting things up in Max as I find it just a bit cleaner in general.
for the meshflow question, I'm guessing you mean even polygon density across the model? Just add more edge loops where they're needed I guess. makes sense to have a more dense mesh for the finer areas like the face etc. This is all split into subtools so it's not really a huge deal.
Hope that helps, I'm not the best person to ask this kind of stuff, heh!
Sexy, sexy torture.
I actually have some pretty fun ideas for Bowser and Peach specifically but I'll cross that bridge when I come to it. And if I can be bothered.
What I have in mind for Bowser is pretty funny, If I don't end up doing the models I'll at least draw something, heh. Anyways, back to work.
and yeah, you mario is also kick ass
http://img696.imageshack.us/img696/626/luigiwip.jpg
weekend progress, had a corrupt ztool so i lost a bit of work but fairly decent progress...
Closer...
CLOSER!
Still gotta make the straps more interesting, add a couple accessories to the belt, sculpt the neck, work on the legs some more, do the feet, wrists/hands blabla bla a lot of shit
also needs more facial hair along the side of his jaw, right now it just looks like his jaw is super far back because it's so faint.
Yeah, Snake hook on a lower sub-d level then rake/dam standard on the higher.
Only recently started using Dam Standard and shiiiiiiiiiiiit it's awesome. It's everything the standard brush should be.
edit:
Yeah they do look a bit flat, was gonna do another pass on the ears too.