View Full Version : Character: Simikiel
06-01-2006, 01:25 AM
Inspired by Bugmeyer's Angelarium (http://conceptart.org/forums/showthread.php?t=69052), I decided to model his Simikiel (http://www.vandalhigh.com/color/simikiel.jpg) concept. I'm aiming for around 4-5000 tris, and I'm thinking about using normal maps (it's what all the cool kids are doing these days).
Currently I'm around 2500 tris. The concept is somewhat androgynous but my model is slightly more female. I've only roughed out the head, need hands and legs, and I haven't figured out how I'm going to do the back yet. Getting the head/ring to look right is going to be a pain, too; I'm not sure whether to attach the ends of the ring to the shoulders or have it a complete circle free of the body.
06-01-2006, 01:59 AM
k, first-off, the body is looking very good. the way the edges keep the muscle shade yet stay simple is excellent. so hopefully that means the edges around the mouth are still w.i.p? cause they're not looking so good. also have a closer look at the throat area and specifically the "Sternocleidomastoid muscle" and the Clavicle. the S&M (HA!) should really start a bit further back, at the base of the jaw and ear and come down and around to where the clavicle meets in the middle. Bugmeyers is quite good, but a little off in this area, look at Sahaquiel right above, he's done it right there.
as for the Halo, there's a few reasons you should keep it seperate. the most import probably is that is attatched, then it's going to bend and deform wierdly when the character is rigged (even if just for posing) also, there's no slack in the ropes/wire that are holding it to his head, which means he wouldn't be able to move his head without moving his whole upper torso. the rope looks like it wraps around the head but starts at the back of the skull, which should give you the same look ass the concept
ah, the head is only roughed out... wow you replied before i posted, good job:thumbsup:
overall it's a great start and it seems like it'll be a pretty challenging project as well. good luck and keep posting!
06-01-2006, 02:45 AM
Those concepts are snazy. The head is a little thick IMO. You could map the straps around the waist to save tris if nessasary.
06-01-2006, 03:02 AM
neat work ! love the chest work but the head still need love. i think youre already aware of this :D
i this i'll give a shot at uriel. man those concept rock!
06-02-2006, 08:26 PM
Thanks everyone! Esp. Scudz, great crit. I thought of making the halo restrict head movements, but decided it's better to leave it free of the body. Found some time to work on it, here's where I'm at:
And a start of the high poly. The low poly torso is pretty much final so I figure I can work on it. I plan to do as much as possible in Max, then finish in Zbrush.
06-02-2006, 09:22 PM
i think the whole clavicle area is still looking a little off, mabye too square, but the rest looks pretty good.
have you made the hands and feet yet? i'd love to see how you're gonna do those boot things
06-08-2006, 03:24 AM
how is this model coming along?
just curious :thumbsup:
06-08-2006, 03:24 AM
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