Started my first year of university 3 months ago, and now we've been handed our first character modelling assignment. Going to be posting mine up here for crits, the more the merrier!
block out:
Silhouette turntable
And the current progress of the highpoly:
Replies
Here are some of the thumbs i did for this dude, and the thumb i ended up basing the design from;
They are somewhat a focal point in the silhouette in my thumbs, and their a bit smaller on the model itself. I guess i was aiming for big grav boot type things. Do you think they just look rediculous or with some design tweaks (to make them look more like boots designed to stop him flying off into orbit) could work?
Also your char looks a bit knock-kneed to me - I would pull his feet a little closer together. I like your color scheme though!
I agree, unless he pushes it to the point where it's so cliche and teched out it's an obvious joke but it doesn't seem to be sooooo my critique will be find which way you wanna push this.
Super sci fi teched out dude with lots of glowing floating LED light projections and Hexagon patterns with vents and pipes for breathing and to top it off, everything has a lense flare.
or
Maybe something a bit more sleek and form meets functiony kinda deal.
@Jess I agree with you there, needs something to balance it out, at the moment i guess he looks a little bottom-heavy. I will fix his bent legs at some point too :P Colour scheme is just colours to help seperate out elements at the moment, will be doing colour experiments later!
@Duoxan, Yea they are looking a little blobby now i look at them, and possibly a little short, i'l grab some more refs and poke about in zbrush.
@Alberto, haha, yea i guess. My design skills are pretty lacking though, so i thought i'd play it safe and go with something people accept as a game character, instead of some wierd stuff that wouldn't really function due to bad design on my half. Knowing that i was going to be making "zzzzz another scifi character with chunky armour" i though i may aswell admit that i know its a Cliche
@Gannon, you make a good point, it could be so cliche that it turns into something interesting to look at (maybe not so practical to wear though). I intend on adding a ton of details onto this thing anyway (yay floaters) but i'l have to see how far i decide to push it.
Anyway, blocked in some shape changes and some wires here and there, current state of the HP:
Keep the crits coming
Edit:
Added some detail onto his ass, and did a render to see stuff a lil better.
I'm seeing a lot of "another sci fi.....generic sci fi.....lame sci fi"
If it's generic, you probably shouldn't be making it. It's not going to get you pity, and it's not going to get you a job.
You get can offended, but im just posting this to help you for future posts. Professionals will not look at your thread if you put "generic, cliche....etc" in the title. We dont care if you think your work is cliche.
Look at Warhammer's Space Marines-- their armor is also oversized beyond reality, but at least the joints are articulate.
In your case, your top 2/3 of the character have articulated and detailed armor, but the boots, honestly, look literally like clown-shoes with bands around the ankles . Which isn't necessarily a bad thing, but if you're going for grav-boots or someething else to explain the over-sized nature compared to the rest of the armor, I'd suggest looking at mech designs and even Slipgate Central's characters (Nightmare/Polycount Brawl, N0X-2292/Dominance War) to get an idea of how to add "functional" mechanical bits to the boots. I think this will add some interest to the silhouette, as well as make them functionally believable.
Keep up the hard work, though, if you spend some more time on the armor design you can definitely take the character away from the cliche and give it an interesting twist.
Slipgates Nox model is a hugeee inspiration for technical detail, must have watched those videos in awe about 5 times now. I'm trying to make it look functional, it's certainly challenging! I'l probably start redesigning the boots soon then, seeming as that seems to be the main crit im getting from people.
I got pretty unproductive earlier, so instead of staring at a blank screen not knowing what to model next, i decided to model (badly) part of the leg section lowpoly and do a texture test. Please excuse the wobbly bake and that massive seam :P
Also catch this
For the seam:
Why don't you move the uv seam itself so that it runs along a segment of the leg that is already broken up by textures/geometry?
That aside, I don't think this is as cliche as you believe it to be. I see more Halo-ish scifi suits than I can stand, it's refreshing to see something a bit different. Keep it up!
@Mystic, why didn't i think of that! Definately something i will do in the final unwrap, thanks alot. The wobbly bake at the back of the knee will be fixed once i add in the correct geo.
@Haiasi, ok ok, i get the idea, bad thread title :P I'm glad you think it isn't a cliche though, thanks for the kind words.
Unfortunately i've decided to keep the boots how they are due to me going home for christmas (away from my PC) so rapidly running out of time.
Got the retopo done for the legs, did another texture test. Going for post-apoc type texture work.
He weighs in at 9.8k tris and 2048x2048 normal, spec, gloss diffuse.
http://www.youtube.com/watch?v=pFReVT4PZic&feature=youtu.be