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View Full Version : Character Project: Character Concept - Pre Zbrush sculpt


Deezey
03-17-2010, 09:37 PM
http://img227.imageshack.us/img227/9715/frontwire.png
http://img32.imageshack.us/img32/6839/sidewire.png
http://img62.imageshack.us/img62/4218/backwire.png
http://img687.imageshack.us/img687/8455/sidemodel.png
http://img443.imageshack.us/img443/8944/frontmodel.png

Here is my basic pre-Z-brush mesh I did in 3ds max. I plan to take this in to Z-brush and sculpt up from this. Followed by a full re topology using Topogun. Any critique is welcome. This is for one of my Character modeling classes. This will be my work in progress thread. I will be updating this about every other day until next Wednesday. If your wondering my the head is so plain, I like to sculpt from a flat surface for the face every time in Z-Brush during my work flow.

Deezey
03-19-2010, 10:28 AM
Sorry about broken links. Fixed it. :beer:

Identity3D
03-19-2010, 11:18 AM
Good start for the prezbrush model i do think the hands look flat but you should inflate them in zbrush. This character look like crysis character so this means you need to look at a lot of human muscle reference here a tip here is looks a female bodybuilders as they have really well defined muscle's. Looking at you arms in the concept they look like jelly right now the human are is not like that you should look at you own arm for reference here and see how straight it is from the shoulder to the wrist.

PS. Add another loop in the neck area before you bring it into zbrush as in the pic above it ooks like he has no neck or fix it in zbrush by pulling points around.

Psyk0
03-19-2010, 07:16 PM
Basemeshes work best with evenly divided geometry everywhere, the back of your character doesnt have the same density as the rest while the hips have much more density.

What's going to happen is the not so dense area will require more levels to have more geometry to sculpt on, while other parts will have *too much* to work with, hence the need to balance everything as much as possible and have the same resolution everywhere on each level you sculpt on.

*i know there's no such thing as too much geometry to work with, but it's just to get the point across ;)*

As mentioned, the hand is too flat and needs to be scaled up. The human hand should be as big as the face. He could also benefit from a neck and some revision of the skull shape in sideview...even if you plan on sculpting a helmet, having basic proportions from the start goes a long way into making it believeable there's someone under the suit.

Deezey
03-23-2010, 10:03 PM
Thanks for the feedback guys, Here is the next phase of sculpts. More to follow later. These were taken during the 3rd subdivision. I plan to increase to at least 6 subdivisions before decimating.

http://img28.imageshack.us/img28/4607/sidesculptdiv3.png

http://img229.imageshack.us/img229/6943/frontzsculptdiv3.png

http://img709.imageshack.us/img709/7924/back3quarterzsculptdiv3.png

http://img218.imageshack.us/img218/7536/backzsculptdiv3.png

http://img706.imageshack.us/img706/5981/3quarerzsculptdiv3.png

Teyon
03-25-2010, 09:21 AM
You should really work out the forms on the lower subdivision levels and refine as you go up in levels. Get some references for proportion and anatomy (but especially proportion) so that your character's body looks more natural. At this point, it's sort of a series of blobs but it's still early on. I would suggest decreasing the mass of the legs and thighs. Of particular concern are the calf muscles and ankles, as they're entirely too large. Again, it's early so there's lots of time for rework. Good luck and keep posting!

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03-25-2010, 09:21 AM
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