gonna stop spamming the "whatcha workin on" thread
I`m losing objective distance at this point so if anything jumps out at anyone as being wonky SPEAK UP!!. I want to adjust the sizing and position of the feet, but I plan on doing most of those fixes on the low poly.
![Compile_Post%20ref2.jpg](http://www.konstruct3d.com/DUMP/:Posts/Compile_Post%20ref2.jpg)
![Maxx_07.jpg](http://www.konstruct3d.com/DUMP/:Posts/Maxx_07.jpg)
Replies
I like the way you did the hands. you could define the separation between fingers a bit more though, they're a bit melted together.
MOAR
Otherwise, great adaptation.
his boots look a lot more worn and weathered in the comic, are you going to do that in the texture and crazybump, rather than zbrush?
I might do a second version of the boot thats more just of a lumpy sculpt like in the comic, but we`ll see. and yeah, I was planning on handling all that high frequency detail on the boots with crazy bump.
FYI this is mudbox :P - boots modeled with a series of lofts 0_0 <-pain in the ass
I would propose proportional changes but you're probably not interested at this point. (200% bigger hands and teeth)
"My mask is not evil, its a clever disguise. i chose it to hide from the pryingest of eyes..."
Forget exactly how that line ends.
Given they're a pretty important part of the character and proportions are more or less interchangeable, I'd increase the size of the fists significantly.
Aside from the proportional issues (which don't really bother me to be honest) I really love how you captured him so far.
Very nice detail on adding the elastic rim of his jacket underneath the spandex suit
One thing I would add is waaaay more muscle in his lower arms. In almost every image his lower arms seem about to explode. As you have them now, they're really too smooth imo.
Whatcha think, gonna do the tribal headgear aswell?
Now all he needs is some isz to stomp on
I kind of agree with AsylumSeeker, that you should beef up his muscles a bit.
Good stuff though, I look forward to seeing it when you're done.
I`m still not entirely happy with how his head attaches to his body and the upper back area needs some attention.
anyone still feel like digging into this critique wise? It would be super duper appreciated:
http://www.coloradoproshow.com/images/marcushaley.jpg
http://saveyourself.ca/resources/images/spot08.jpg
Also, is there a reason why it looks like he's wearing a sweater of some kind? That band around his waist is kind of distracting, but maybe that's something from the comic. I see it in one of your ref pics, too.
The neck and trapezius muscles definitely need some attention, like you said. I think it's good, but before you call him done you gotta do one last pass of veins and muscle striations to make him look extra mean.
I could be wrong but it seems to me that his back should be full of ridiculous muscles too... that's just how I imagined it.
Maybe I'll make Mr.Gone and we can do battle.
The skin and texture looks great.
Also I had nothing to do with the environment. Me and a friend (http://peeves.noobgrinder.com/) combo-ed on this and he made the Outback for the Izs, and Maxx to frolic around in.
I should probably mention that these shots are ue3-
One question - is that the in-game model you show as 8000+ polys? Does that mean it's nearly 17000 triangles?
Seems to me like that's fairly unnecessarily high, especially since a lot of the detail seems to be edge loops not adding any contour/volume/silhouette.
Still cool though.
Indeed- unfortunately, this was the first project Ive done in max9, and the new poly counter threw me off and I thought it was talking about tris. I should have know better from simply looking at the mesh, but I messed that one up bad so early on. I decided to just say f- it. Theres only so much I can take of "not fun grind work" in my freetime. I suppose I could still go back, optimize, and bake out all the maps to the new unwrap- but that`ll be something down the road I guess.
I suppose the primary focus of this was a rigging test. I`ve always been scared of characters because I had no knowledge of rigging and thus avoided making anything with organic deformation. If i would have known how easy the basics were, I would have been making organic characters long ago
Very cool work! I just wanted to ask what tutorials or teaching did you follow to get some easy rigging done? Im in the same position you used to be in just wishing I knew an easy way to rig but never getting around to finding it. I have rigged some stuff before but it was heavy work. Im also using max 9. Is it biped?