PDA

View Full Version : Modern mercenary WIP


SimonTG
05-10-2008, 05:44 AM
Latest update:

http://www.zbrushcentral.com/zbc/attachment.php?attachmentid=93360 (http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%2793360%27,%27ArmyDude_WIP3_Compo_01.jpg%27,1,0%29)
Well, I was browsing the web arround in search of inspiration for a new model for my demo reel and stumbled accross this pretty nice character concept from Chad Smith and/or Mike Mcartie that was done for the game "Turok":


http://www.zbrushcentral.com/zbc/attachment.php?attachmentid=92638 (http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%2792638%27,%27Cowboy_turnaround2.JPG%27,1,0%29)

You can see a lot of the amazing work they did for this game in this thread:
http://conceptart.org/forums/showthread.php?t=118598

I am planing on making a game character based loosely on this concept.
Ive started modeling the high poly into different pieces in max wich I will then bring to zbrush as subtools.

For now I am mostly trying to get the general shapes right and creating the base meshs of all those straps, pockets, knee pads etc...right so I can go on with the "real fun" in zb without having to worry too much bout topology and bad meshs.

Here are some quick max renders with simple blinn shaders just to get an idea of what the color scheme will look like:

http://www.zbrushcentral.com/zbc/attachment.php?attachmentid=92640 (http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%2792640%27,%27ArmyDude_EarlyWip_01_Compo_01%20copy.jpg%27,1,0%29)

I will be updating this thread with more wips as I work through this project. Any comments, critiques are welcome.

CodeVeroby
05-10-2008, 09:43 AM
Nice progress but try to better capture his "awesomeness" by defining the muscles and try to give his face a more hard feel instead of a curved one !

antodonnell
05-10-2008, 10:52 AM
Hi Simon, good start. I had a look at the conceptart.org thread there was a paint over on the original 3d models head. I would recommend using that to get the head correct. The jaw line on your model tapers too much towards the chin I think, even if it is not based strictly on the concept it still looks strange. Also the eyes need work. Get some reference shots of eyes or look in the mirror it ll help a lot.

example your model is frowning, the eyelids should not frown with it at the same angle as the brow the eye lids tend to be horizontal and straight as fat and muscle push them down. These little details will strengthen your model.

SimonTG
05-13-2008, 12:21 AM
Thanks for the replies guys,

CodeVeroby: Yes I agree, getting the arms "right" is gonna play a big part into this whole model "right". What I have done in max is really a base mesh I plan on defining the muscles entirely in Zbrush. (well, for the highpoly).

Antodonnell: Yea I saw that paintover of the face model as well. I will propably sorta follow it even though ive got my own plans for the head. I wasnt really too careful trying to capture a particular face and was mostly trying to layout the topoly right when I modeled it.
I will try and cature a "sharper/stronger" in ZBrush using some 3dsk reference or something similar when I get to the head. Thanks though.

Here is an update, Ive had time to put most of the pieces in Zbrush and started doodling a bit. Also started to work on the handguns in max.

http://www.zbrushcentral.com/zbc/attachment.php?attachmentid=92834 (http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%2792834%27,%27ArmyDude_EarlyWip_02_BodyCompo01%20copy.jpg%27,1,0%29)
http://www.zbrushcentral.com/zbc/attachment.php?attachmentid=92835 (http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%2792835%27,%27ArmyDude_EarlyWip_02_HeadCompo01%20copy.jpg%27,1,0%29)
http://www.zbrushcentral.com/zbc/attachment.php?attachmentid=92836 (http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%2792836%27,%27ArmyDude_EarlyWip_02_GunAnimation.gif%27,1,0%29)
Arms/hands really need work, head was just a quick doodle... will go back to work on it later down the road. Shoes are really WIP... and everything needs a whole lot more details but an update is an update http://www.zbrushcentral.com/zbc/images/smilies/smile.gif

Comments/critiques welcome

riverbook
05-13-2008, 01:21 AM
looks good. I'd pretty much do as many have mentioned. Harden him up. Look up muscle mass. No gumbys he's kinda looking soft and gumby'ish. So yeah harden him up a little

CodeVeroby
05-13-2008, 01:43 PM
Looks good ,only critic for now is that you need to fix the deformation on his lips and the weird crotch :)

SimonTG
05-18-2008, 06:04 AM
Here is an update http://www.zbrushcentral.com/zbc/images/smilies/smile.gif

Had time to work on the head's base mesh in max to fix the lips. I also
tweaked some proportions a bit, added some details in the back, and started to work on the arms, hands, pants, shoes, knee pads and leg
straps...

http://www.zbrushcentral.com/zbc/attachment.php?attachmentid=93360 (http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%2793360%27,%27ArmyDude_WIP3_Compo_01.jpg%27,1,0%29)

I think the profile (side view) needs a bit of work the pants dont seem wide enough now that I look at it... but anyways im quite happy with my progress so far.

Let me know what ya think, comments good or bad are welcome.

CGTalk Moderation
05-18-2008, 06:04 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.