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Creating a Roman Character

Tried to make this character a few months ago, it did not fair well.

Since then I have gone back to drawing board and recognised areas to improve and during January I practised and improved.

This practise can be found here:http://www.polycount.com/forum/showthread.php?p=1979310#post1979310

RomanColour_zpsec8803f5.png


Front_zps0161580b.jpg

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Side_zpsc8555b77.jpg

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Back_zpsb832cc20.jpg

While working on this model there was such a liking for ZBrush that decided to create a new character in free time, albeit with a lot of work to do:

Goblin_zps4b6cc50d.jpg


HOWEVER,

There are lessons that were learnt from the mini project.

Firstly, because of the ZBrush version it is more efficient to create the base mesh in 3DS Max, ensuring the reference images are in, not distorted and especially, making the software crash(!)

Secondly, there is a great emphasis on ensuring the S and C curves are not broken throughout the mesh:

2AQhBgg.jpg

Frontedit_zps5c25e81e.jpg

Sideedit_zps16ef6bcd.jpg

Thirdly, technical knowledge has skyrocketed to the point that the majority of this module can be done within ZBrush, with minimal input from 3DS Max.

Replies

  • [Deleted User]
    THIS MEANS

    Dozens of tutorials and dozens of ZBrush hours the pipeline for this module will be a lot different than previously though!

    Starting with a base mesh (using a lot of references) in 3DS Max- because it is easier to define in 3DS Max instead of ZBrush.

    Base-Render-1_zpsf2715ea2.jpg

    Base-Render-2_zpsfde0e24a.jpg

    Base-Render-3_zps5c7fbb86.jpg

    There were plans to dynamesh the 3DS Max's topology, to increase the density so there would be enough polygons to sculpt with. This was not the case cos it resulted in too many polygons.

    Using the base mesh (and a lot of references) the base mesh for the character is sculpted.

    And that is the current stage: ensuring the proportions are correct, creating the base mesh to which everything else will be derived from.

    Screenshot2014-01-28213151_zpse6608435.png

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  • [Deleted User]
    It is almost the end of university and the bridge between my skills and that of the industry needs to be closed.

    In the mean time however, building the base shape of the character. Ensuring the proportions are correct yet the density is ideal for further subdivisions.
    Aiming for something clean.
    Currently on 2nd subdivision.

    The references are listed at the bottom. Those are the main ones that I use.
    I also use anatomy4sculptors alot.

    Screenshot2014-01-29193210_zps3103ac26.png

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    loomis_male_zps50b4dfa3.jpg

    Human_proportions_by_BenTs_sTock_zpsfda92d5d.jpg

    muscle-anatomy_zps697f1092.gif
  • [Deleted User]
    Beginning to define the muscles. Going to have to broaden references: more real life models.
    The head needs slightly more tuning.

    Correspondence with industry has begun. An example is shown at the end.

    Front_zpsbe8ece74.jpg

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    Side_zps5229a55e.jpg

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    Back_zps0c40c31e.jpg

    rastislav_fighting_08_zps5c691d83.jpg
  • jfeez
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    jfeez polycounter lvl 8
    I love the strategically placed gun, made me laugh.

    You are improving, and that is a good thing. I could list all the anatomical errors, but if i'm honest its still wrong. What i would do is look at how parts of the body flow together, for example the flow the quad area has around the sartorius. Try to identify areas of the body that flow like this (drawing lines to show the flow of the muscles/form helped me massively) Here is an image of the face that i cant credit =/ to show what i mean, everything in the body can be represented like this.
    35127403oa1.jpg

    I would also pay close attention to skeletal landmarks, learn exactly where they are and how muscles attach and/or rest on them. Keep practicing, do small studies, like spend a week on the arm, sculpt it every day in different poses and learn from it. Also avoid comparing yourself to industry for now, compare yourself to the last sculpt you done and see where you have improved, where you haven't etc. I have a photoshop doc that shows my progression for each part of the body, its scary how fast you can improve =)
  • [Deleted User]
    jfeez wrote: »
    What i would do is look at how parts of the body flow together, for example the flow the quad area has around the sartorius...also pay close attention to skeletal landmarks, learn exactly where they are and how muscles attach and/or rest on them

    Thanks for the feedback.
    Conscious of the fact that the muscles flow, really aiming to define and represent them.
  • Nistrum
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    Nistrum polycounter lvl 9
    aye, and rescue the poor mans ribcage... :)
  • [Deleted User]
    Through industry correspondence the direction of the model has been changed slightly; although the Loomis references were ideal for proportions they were not so ideal for the proportions of a slightly larger character, namely a boxer/ wrestler character.
    This means the muscles are bigger than the original references, more defined too, wider shoulders and in some cases a lot of vascularity.

    Additionally, through forums it was realised that the muscles needed defining furthermore, so as to establish the anatomical structure throughout the body. So as to establish and understand the underlying anatomy.

    Annoyingly, as this is being posted: changes are realised for more aspects to edit, such as lowering of the peck major.

    body-muscular-system1.jpg

    MuscleFront_zps5af80995.jpg

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    Sculpt70_zps9e7c533b.jpg

    ricky-hatton_2338852b.jpg

    697964645-wladimir-klitschko.9.jpg
  • Boozebeard
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    Boozebeard polycounter lvl 11
  • MeshModeler
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    MeshModeler polycounter lvl 11
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    His butt is too big. Push it back in unless there's a specific reason as to why it is big.

    It's coming along, good job on that.
  • [Deleted User]
    His butt is too big. Push it back in unless there's a specific reason as to why it is big.

    It's coming along, good job on that.

    Yeah, just saw these comments about the butt...
    Will sort it out in the future.

    It's coming along, good job on that.

    Thank though, means a lot.

    FrontNew_zps0182561f.jpg

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  • [Deleted User]
    At that stage where I have a strong idea about anatomy and proportions and the Human form- I recognise there is still a long way to go, but I also recognise I have come a long way.

    I feel that form has been firmly established and time to get surface detail down: wrinkles, folds, ear curves etc.

    Aimed to get the face looking more like Bass Armstrong (character whom this model is based off), the face may need some fine tuning before the surface detail is placed on him.

    Took Eliot Goldfinger's Human Anatomy for Artists from university library and using as a reference.

    2783585-dead_or_alive_dimensions_bass_armstrong.png

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    Front_zpsc85e5429.jpg

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    Side_zpse4aa8a84.jpg

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    Back_zps6bc67264.jpg

    FaceFront_zps38d7a622.jpg

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  • [Deleted User]
    Retopped. Took animation deformation infulences from a guy who works in the industry: here

    Screenshot2014-02-16222659_zps50a7a830.png

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  • [Deleted User]
    Unwrapped the body- aware that not all will be needed for final product.

    Now to sculpt cloth, sandals and armour- that includes a helmet!
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Are you planning for this character to have swappable armor?
  • [Deleted User]
    No, just the clothing that I am going to create for him in general.

    stereotypical Roman armour.

    S5503.jpg

    roman-legion-armour-8200.jpg
  • [Deleted User]
    Has been a while since I last posted, but there are updates.

    Fully sculpted and unwrapped. Working on the texture at the moment.

    Deadline 11th April; there are other projects to work on in the mean time.


    Front_zps9b07e934.jpg

    Front_zps9b07e934.jpg

    Back_zps1a01a737.jpg

    RomanUV_zpsd9cfc810.jpg

    Screenshot2014-03-10102614_zps30a15a0a.png

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  • [Deleted User]
    Frankly, there are things left to do and things being done. The texture and the material construction is the main priority at the moment.

    He is rigged and will be animated so as to create the persona of Bass Armstrong.

    There are still plenty of stuff to edit, tweak, introduce and build.

    Seeing a lot of aspects that have room for improvement, like the paintover I received is at the end.
    Aspects addressed are routes for improvements, and that means progress.

    No Stagnant Skills.

    Screenshot2014-04-04210010_zps2ca39d46.png

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    MuscleFront_zpsea8c1356.jpg
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Just as a post-mortem critique, Howard, you cannot let armor look lumpy and cloth-like. Your high-poly armor needs to looks smooth and clean at a base level. Right now, it reads like mud in elements like the shoulder armor.
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