View Full Version : Character::Marv from SinCity

11 November 2006, 05:52 PM
Hi, i'm started this week a new character. Once the hires will be finish, i'd like to try to make an In-game version.

Ok here is the first step, block out the character before import in zbrush.

I'm trying to find some great proportion

here is the initial quick sketch.

11 November 2006, 06:23 PM
Looking good, side-view looks perfect but the face from the front is a little off, keep it up tho.

11 November 2006, 01:53 AM
I think the nose needs to be sloped down a little more at the tip, and that you have to make the middle of the brow and the ridge of the nose be on the same level. In the movie, he has a brow almost like a neanderthal, so be sure to emphasis both of those points.

11 November 2006, 02:53 PM
Thank you for your comment guys.

11 November 2006, 09:31 PM
First test on the pants.

11 November 2006, 01:06 AM
You could try to accomodate the wrinkles a bit more with your low poly model if you re-drew some of the loops. You will still be able to have nice deformations since they are fairly high count but yeah, the big fold tat the bottom for example could do with some geometry supporting it :) Nice start though. The character doesn't seem as hulking as the Marv in the movie and comics but that might just be me hehe

11 November 2006, 02:28 PM
thanks for the advices urgaffel.

ok i revisited the proportion. is it better?

11 November 2006, 04:14 PM
Yeah, that's looking better :)

11 November 2006, 05:08 PM

11 November 2006, 12:19 PM
hey nicolas!

great progress here.
are you using the same work process as the "tarch" character?


11 November 2006, 12:43 PM
hi abyss, glad you like it so far.

well i'm not going to re-built a mesh over this one. I'll extract a normal map from the sculpt version. and use it on my low-res game character.

11 November 2006, 02:06 PM
new update !

11 November 2006, 06:38 PM
it already looked sweet but now it looks alot better, GJ

12 December 2006, 01:57 AM
Here is a little update on the boots.

12 December 2006, 09:47 PM
new update, i started to work on the torso and the arms.

12 December 2006, 12:17 AM
That's a great start, I enjoy your work alot. Your other projects came out really well, so I'm expecting the same or better for this one :thumbsup:

Good luck, keep it up and keep us posted.

Oh, the nose looks a bit smooth, work on the bridge make it more angular and make the junction between the nose and under-eye area be more abrupt, it's too smooth right now, but it's a quick fix.

12 December 2006, 05:03 PM
Thanks for your comment XTitan.

12 December 2006, 02:15 AM
Great work, beef up his hands more, define and make them rougher :) It's still a wip so it's hard to comment, I can only encourage :)

12 December 2006, 03:30 AM
The definition on the arms looks greatly improved, but now the legs look a little out of place. It seems rather top-heavy, but that might just be from a partially clothed model :shrug:

Good looking so far, can't wait to see more updates :thumbsup:

12 December 2006, 12:55 AM
Nice work, althought i think its not really feeling like Marv at the moment its got a nice feel to it and i love the detail in the torso. Could i ask what software you are using and what you are rendering it with?

Good luck

12 December 2006, 04:13 PM
Thanks guys for your comments !
Meekon: i use 3dsmax 8 , zbrush and mudbox.
ok i updated the torso, i think it's better now. next update will be the hands.

12 December 2006, 06:33 PM
Good progress, mind sharing what you use ZBrush for and what Mudbox? They both do about the same thing, but what do you like better about one and not the other.

Basically, ZBrush: Pros/Cons, Mudbox: Pros/Cons

Thanks :)

Great work again, keep at it!

01 January 2007, 06:30 PM
XTitan: I did in zbrush the boots and the rest in MB. Actually the best thing for me about Mudbox is that you can import more that one object and work on them in the same time. But you know i'm not an expert, you can find a lot of information here on cgtalk or on google.

Here is an update

01 January 2007, 06:40 PM
You can import more than one objects in Zbrush too, and since they're seperate objects, they are already grouped seperately so you can easily hide them :) Great work, I still think the nose bridge needs to be sharper, more angular :) keep it up and keep us posted

01 January 2007, 06:48 PM
yep, that's right you can import one obj with multiple obj in zbrush. but you can not import different obj file... am i wrong ?

01 January 2007, 02:06 PM
ok here is an update

01 January 2007, 02:44 PM
first off, great model. 2 small crits: the bandages should be a little wider and his chin looks a little too rounded. thats it tho, keep up the good work!


01 January 2007, 04:56 PM
Very nice work, the hands look very nice and the face is improving. He still looks soft in the face but you're going to rough him up later so no need to comment there. He still feels a bit short to me, I always had the impression that he was a taller guy. I did a little photoshop tinkering and it seems to me that he's about 7.5 heads tall, it's hard to tell because of the perspective. It might be just me, I dont know if anyone else feels this way. Also, the lower back:

From the front Marv looks ok but from the back, the blue muscles from the second link should continue further down Marvs back and the muscles on either side of his lower spine (the pink ones) should pop out more like in this image:

Great work again, keep it up and keep us posted, I hope this helps :)

01 January 2007, 02:08 AM
Thank you for your comment and support XTitan!

btw, the polycount of the "torso-arms-hands-head" is 400.000 that's why the hands and the head are not details.

01 January 2007, 06:00 AM
Max can handle much higher poly counts, I had a 2.5 million poly shoe that I imported from zbrush and it didn't cause me any trouble. Are you making the normals in max or zbrush? ... or both :) You've already adjusted the major forms and those wont change much so I think you can break it up and work on individual parts without having the whole model in the scene. I'm sure you're hiding parts but I think you should be able to handle higher poly counts, depending on your system of course. Vitaliy Naymushin made this and he used 3D max and zbrush for his normal map generation and I read somewhere that he used 1 million polys or so for each of the various parts. I have 2GB ram and a duo processor so that helps.

01 January 2007, 05:51 PM
edit: error sorry

01 January 2007, 05:55 PM
Hi XTitan, i still don't know how i will manage to get good normal map.
About my config, I have a P4 2.6GHz with 1Go DDR and a GeForce Ti 4200. Pretty old computer indeed.

Inisde mudbox or Zbrush, i can reach and work on model of 2 or 3 millions poly. But i can only import model of 500.000 poly inside max and then put a optimize on it. Otherwise it's impossible for me to work with.

It seams MAx 9 can handle High poly count a lot easier that Max8, one of is new feature.

Anyway, i will find a way to get what i want ... well i hope :scream:

little update

01 January 2007, 05:59 PM
The top of the pockets should be parallel to the top of the pants. Otherwise the people who built the pants made a mistake :)

If that doesn't make sense, the distance between the top left corner and the top of the pants is smaller than the distance between the top right corner and the top of the pants. Both corners are referring to the left pocket, same is true of the other pocket but the corner names are flipped :)

01 January 2007, 12:25 AM
Here si a new render with some adjustements.

01 January 2007, 08:10 PM
i think you should make the backpockets bigger, it look like hes wearing girl-pants

and you could maybe add these pockets on the front too

01 January 2007, 12:47 AM
arrangemonk:: here is my ref for the back pocket

Little update mainly on the head

01 January 2007, 01:40 AM
Coming along pretty darn sweetly! Cant wait to see this one with all the maps arranged and rendered! Great job!

01 January 2007, 03:33 AM
awesome sculpting, great details on the face too!
What tool did you use for the boots? (zbrush?) Because they look great.

01 January 2007, 11:36 AM
looking very nice already! you should add some veins to the arms and make more use of the pinch tool. exaggerate the folds a bit. the likeness is already there but he doesnt look edgy enough. he needs more scars and scratches on his skin as well.

01 January 2007, 12:13 PM
this model is unreal!

it seems to me that on ur refrence figure, the back pockets are a bit more squarish and also a bit wider than what u have now..

otherwise.. this is one of my fav models to watch out for,
just cant wait to see it completed in all its glory!

01 January 2007, 01:33 PM
awesome sculpting, is looking great, as i remember Marv though his face / head is a bit more edgy.. at least in the comics.

01 January 2007, 01:57 PM
awesome work so far!
keep working on that bad boy :thumbsup:

01 January 2007, 09:58 PM
thank you guys!

Here is an update, proportion revisited

01 January 2007, 12:08 AM
excellent work Collings! you really kept the quality very high right up to the end. Love the look of the latest stuff, not a fan of the actual character, but you made me like it :D

01 January 2007, 07:08 AM
Very very very much improved. Great job, keep it up :)

01 January 2007, 06:22 PM
thanks guys

update on the boots, the fold in the bottom of the pants and on the trapz.

I think it's time to work on the in-game model now. no?

01 January 2007, 11:01 PM
I really love this character and your model is gorgeous but there is something going on with his head and to be honest im not sure what it is... Im no character artist but i THINK it may be that the head is too small or the forhead is too low

Great job

01 January 2007, 01:56 AM
I saw it on polycount.
Great stuff, awesome details :applause:

01 January 2007, 02:47 AM
Are you planning on adding pockets to the front of the pants, if not, it looks great, I would say move on :)

01 January 2007, 02:25 AM

here is the first images:

01 January 2007, 04:40 AM
very nice job with the normal map

01 January 2007, 05:12 AM
The normal map is very good, I thought it was a viewport caps of the high poly at first, then I noticed the polycount :o

01 January 2007, 07:58 AM
Wow, quite the normal, nice work there :)

01 January 2007, 09:09 AM
this is great! Only thing i would make the belt stick out from the model a little, just the end bit if you get what im on about:)

01 January 2007, 11:25 AM
Great normal mapped "lo"poly mate! :thumbsup: agree with the other guy about the belt, other than that, flawless it appears!

01 January 2007, 01:14 PM
Very nice work collings. I'm impressed with the lovely smooth silhouette...


01 January 2007, 04:42 PM
Wow, great lookin low poly model. What resolution is the normal map at? Also, can we see it, just to see how you layed out the UVs. Also, are you planning on keeping him coatless or are you going to add more clothes? Thanks :) keep it up

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