Hi all-
I am starting my next piece of work now, which is a lowish tech sci fi female character. The concept is that good ol' chestnut, a world that suffered some sort of cataclysm that fractured society and technologiy creating a more disparate and feudal world. Inspirations are Dune, Mad Max and WH40K. This character is a seer, one who can harness energies to predict the future and weave fate. Seers are mystics but also good combatants, as their foresight allows then to see the course of a battle and gives them the ability to react and strike with supernatural skill. Yadda yadda yadda...
The point of the project from a personal challenge perspective is to create a female character, and mix up some detailed hard surface work with more organic forms.
Here are the initial concept sketches, plus a sillhouette rough I knocked up in Maya to get a rough feel for proportions. In the iterests of honesty and fair play, I would like to point out that some of the shape ideas for the leg and neck armour pieces came from a small sketch in ImagineFX- I don't have it to hand for the artist name, but I acknowledge a big up to whoever it was
The concept:
And the sill:
I would welcome any constructive obs before getting too far into this- it's going to be a fairly detailed sculpt so I want to balance larger forms and mid-range detail with the finer work.
Thanks for your time!
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PS The sillhouette helmet is different from the sketch whilst I figure out which I prefer!
Replies
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Cheers,
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Cheers
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redesigned the neck brace, much happier wit this version which echoes the front clasp and also the planned leg designs.
Also got a good way into the backpack section. Note the crazy exploding centre of the fans, caused by some star shaped polys which I need to fix. The arm surrounds are standins and it all gets tied together by the nounting points for the "horns".
Cheers!
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Those clusters under the fan intakes on the backpack are connection points for the robotics on her arms, btw!
Note- this ref female mesh is NOT the basis for the actual head model, I'll be building that separately- this one looks way too happy
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tomorrow I plan to really crack the helmet and faceguard!
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Got a lot done on the face this morning, hoping to have the helmet finished today
As I get more comfortable with the workflow I'm adding in more stuff, so I'll be doing a sweep over the early peices to bring them up to speed with wiring and so forth. Once the helmet is done, I'll be building the arm and bracelet peices.
Cheers all,
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helmet pretty much finished, although I am debating whether to add decoration to the sides. I feel not, as I want the front to be the "sniped" detail and draw the eye.
Moved away from the concept for the back of the helmet, to use the pipe moif rather than more overlapped panelling. It gives a nice sill, so I'm happy Poly count is getting scary now, mainly because I keep converting sub-D surfaces to polys so I can get nice sharpened details in without extra loops messing up the smooth curves. Up to about 1.1 mill, and Maya is groaning in the viewpoint somewhat, so I think I may start splitting the model out into separate files!
Peace out,
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only thing I can contribute with is perhaps maybe adding more detail on the jet-pack area, according to the concept its suppose to look plain, but it might look better with a bit more detail perhaps? ;D
cool stuff
I may take the small pipes away from the chestpiece as it is clearly a distraction :P
I just googled Hajime Sorayama (I'm such a dunce) and found it to be most excellent, thanks for the heads up! Ironically the design is meant to AVOID being typically "sexy-fetish" armour which I find unrealistic. I suppose not having any clothes yet may be contributing to this, but I will mainly sculpt them up in ZB and figured the hard stuff would weigh the cloth down and press in, so I wanted this done first!
Thanks for th input!
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Here we go...
Cheers all
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But so far, no actual ZB work has been done Saving that till all the hard maya work is over- but with the glove done I think the most complex parts of the design are now in the bag. Looking forward to goofing them up in ZB Gonna add some detailing to the backpack I think, as per HolyMonkey's suggeston :P
Cheers, ~P~
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I was sure wondering how you were getting such great lines in ZBrush lol
Its looking fantastic. That arm is sick!
Did some work on the head which I am happy with, and some on the shirt which I am less happy with- still needs some working over to get the weight of the cloth right with the folds and the tension of the traps, which isn't there yet, and theres some horrible, horrible mess where I moved the belt. I may have to drop to a much lower division to fix it- we shall se if the detail holds... enjoy!
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Would u mind explaining what u do for tubes in maya?
For tubes I use two methods, depending on what I want. For a plain, smooth surfaced tube, I create an EP curve and move the control points around until the curve follows the path i want the tube to take. Then I create a poly cylinder and move it to the start of the curve, rotate it to match the orientation of the curve and select the end faces and the curve. Then I do an extrude, going into the extrude options and choosing "extude along selected curve" and setitng the extrude divisions to about 30. This produces a nice tube which subdivides really well. Also,, with this method you can create several cylinders, combine the meshes and choose all the faces to extrude, and you'll get a group of tubes running nicely along each other. Just make usre the pivot is centred befor doing the extrude.
A ribbed pipe is slightly different because you can't get the ribbing through an extrude. So I create curve again, and a poly cylinder and set it up with one "rib", add in some edgeloops to define the rib when smoothed, and I'm ready to go. Choose the curve and the cylinder and go into animation- motion paths- attach to motion path and the cylinder connects to the curve. Then it's animation- create animation snapshot. Play with the frame settings and Maya generates multiple copies of the cylinder along the path, spacing dependent on the frame settings. The advantage of this method is that the new group of objects is selectable in the outliner as a group, and if you alter the curve path you can select the group and do an update animated snapshot and the group realigns to the adjusted curve- cool! This technique is also how I do all the cable holder objects. The only thing is that non circulr objects tend to rotate oddly on the curve so it's not so useful unless you don't mind manually rotating them- okay for clips but rubbish for tubing! Both methods I learned from watching slipgatecentral's excellent video on the making of his DW IV winning entry Nox.
Apologies for the length of this reply- I assumed you'd want to the method in detail but if not, sorry to drone on!
Cheers,
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Cheers!
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love the details on both hands
something funky goin on with her thumb though.
And thanks!
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Today I completed her boots, trousers and kneepads, and got a goodly way into her katana. I'll post updates of all of the above when I have them on the ZB model. Currently awaiting the ZB 3.5 update cos it handles high poly counts better and I'm bumping at the ceiling of what my rig can handle right now!
PS Shame on you dolemite!
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Today I completed her boots, trousers and kneepads, and got a goodly way into her katana. I'll post updates of all of the above when I have them on the ZB model. Currently awaiting the ZB 3.5 update cos it handles high poly counts better and I'm bumping at the ceiling of what my rig can handle right now!
PS Shame on you dolemite!
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Cheers,
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Sword and staff were pretty simple to do, but that cloak was...arrgghhh...I just could not get a shape I liked for the main form, never mind detail. I ended up using a cloak pattern my wife had, making that rough shape in Maya and usingnCloth to connect it around the waist, then ran the ncloth sim and grabbed the frame that looked best, but even this needed a lot of tweaking afterward! Oh well, it came out okay and blances out the form nicely.
Low poly now...OMG!
Peace
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went down to one sword because- well, how would she weild two with that glove on?
To bad. I thought the two katanas made it look more interesting. I understand your point though and it makes sense.
TBH it'll come down to poly count on the low, as an extra katana would be a copied mesh sharing UVs with this one anyway so she can have 50 swords if I have the budget, but she's going to be "DW safe" and around 10K I hope.
cheers!
NB Forum spellcheck doesn't know katana- offered "Satan" instead
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dude... thank u so much!!
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