LAST UPDATE...
Hi, i started this project posting on WAYWO thread, now i decided to move it here to get some more opinions from you polycounters.
I'm working on this Protoss with the idea to realize it with nextgen MMO specs...
At the moment i've done the main body, and a rough blockout of the heavy armor...about this, i'm kinda undecided on the 2 different proportions i've done...A is shorter, i like it naked but with the armor looks too chunky...B gives me the opposite feeling...good with armor but maybe too tall and slim without....considering that probably most of the time u stay with the armor i might go with B....ideas?
MOAR psy-jedi-blades!!!!
Here is a repost of the finished body sculpt
Replies
if you wish to have a few pointers
- the head would benefit from a stronger chin
- make sure the silhouette is really strong, readable. For now the head kind of merges in with the shoulder pads.
Thats is all, looking foward to updates : )
keep it up this is looking great
Great work though, cant wait to see more progress!
@ Reese's Pieces: thank u man, for not i'm only using zbrush for the hires model...later 3dsmax for retopo and bake.
@ maximumsproduction: well for the armor i used zbrush itself as i did for the body... the process for a rought armor isn't that complicated, there is a function in zbrush that allow u to extract new sub-object from an existing one...so i quickly extracted each piece of armor from the body of the zealot and remodeled them quickly...zbrush is pretty awesome and quick for concepting directly in 3d... good luck with ur terran marine
Ok now i've got a small update to submit to u guys, torso armor and shoulder-pads (they both still need a detail and scratches pass)
i have to admit that i'm finding the armor modeling process a little more complicated than i expected, so i would like to know from u guys how would approach this?
For now i'm going with the "extract each single plate" process, which is quite effective but a very time-consuming. (By the way i've seen this process from the hard-surface tut of Mike Jensen on eat3d.com)
Any better idea on how to proceed with the armor?
Although your not getting too much of that "zbrush hard surface" feel. That lumpy look that I see sometimes.
The Protoss art style has such a super clean smooth/sharp hard surface look, iv always liked it. keep it up!
Here the last progresses, still working on the armor, right now i changed my approach to the hard-surface parts, working some base mesh in 3dsmax and then adding all the details in zbrush, i find it quite more practical and quicker than the previous approach.
Plus, i've decided to go for a more stylized scratches style like in the forearm and leg armor pieces...
I've also highlighted the parts that are gonna glow later (just for fun
Critiques needed
p.s. i love the arcade style of your site
Whats your process for the braids?
Reminds me of the Space pirates from prime 3. A waaay better version though
@vegatakeshi88: at the moment i'm using 90% Zbrush and 3dsmax for basemeshes, after the hi-res is finished it's gonna be mainly 3dsmax for baking and photoshop for texturing...the usual softwares i think
@RJBonner: yeah i'm gonna definitely tweak the scratches at a certain point, they look too uniform in too many areas...having in mind a MMO character anyway the armor cannot contain too many unique damages, but more a feeling of "used item"
@Gannon: thank you for the main big braid i did a set of cilinders, sculpted them a bit, and them bent and twisted them inside 3dsmax, then back to zbrush. For the small braids they are just made with zspheres and then sculpted, but i'm not so happy with the result so i might approach them again at a certain point.
http://us.blizzard.com/en-us/community/conceptart/
Starting at page 9-10 they have detailed armor concetps.
I've removed all the damages i've done before, and i'm going to do a whole pass of damages now that everything is blocked.
After that a few more adjustments and i'm finally ready to go lowpoly! I can't wait! :P
I kinda need an opinion on how would u approach damages...earlier some people in this thread told me that the damages i did (in the previous image) were too generic, and i actually agreed with them...
Now i'm thinking how i can damage again this armor, but keeping in mind a few things:
1) this is thought as a model for a MMO, so damages shouldn't be heavy, but just a kind of aging to convey an idea of "used" armor
2) the pieces of the armor will be simmetrical (excluding the very central pieces that will be mapped unique. So the damage cannot be too much unique otherwise it will be easy to notice the simmetry.
Ideas?
In that case I'd go for normal wear and tear. Dirt in the recessed areas (texture) and beat up all the sharp edges on his armor a bit. Some areas are going to get more beat up than others due to location. I'd damage his wrist bracers more than other areas. Since he's using them to attack very often. More dirt on his feet maybe than his chest.
Mostly i'd say think up a scenario/story for every type of damage might want to add and think of the chances of how much that event might happen to decide how much and what type of damage to add.
If you think about the star craft universe you can imagine that a protoss might be more likely to have zerg style scratches or chips in his armor than damage caused by Terran weapons since the zerg have destroyed Auir.. there probably aren't many places to get new armor from anymore so any damage sustained during the escape from Auir would probably be either patched up or not yet repaired.
btw, great model so far I'm looking forward to seeing it textured!
EDIT: Oh, just realized something, your old damage patterns in areas look like the oldschool protoss striping. http://images.wikia.com/starcraft/images/9/91/Zealot_SC1_Art3.jpg The old protoss had two tone armor so thats always a thought when texturing too
So according to the "zergish damage" theoria, i've attempted some damages on one piece, and i want some opinions before going with the same style on the whole armor.
I've got only some fear that at mid distance, most of the tiny scratches won't be visible
I would try though if most of the smaller scratches are disappearing at mid-ish distances to accent them a wee bit more but for the most part it looks great. That is one sexy greave.
The big boy is READY FOR BAKE!!! (as soon as i finish the low poly version
Cant wait for a the finished textured version!
Here a max viewport grab.
What's your tri-count total currently?
I would have said the hair too but that's just being picky.
Otherwise this is freaking kick ass!
I would have also added some scaring to that outer leg in the backside image. my .02
@ artstream & chaosblade: the final polycount is around 18k triangles, a little high maybe, but i wanted the model to keep a good silouette without showing edge pass too much. Anyway down i've posted the wireframe
@ $!nz: you're right, i didn't notice that little paticular. It's probably due to not enough roundness in the low poly version. For the Hair instead i've tried a few low poly solution but unfortunately the closest to the hires model would have needed to many polygons in my opinion, so i had to compromise a bit.