View Full Version : Sphinx UNIT.

08 August 2010, 04:19 AM
Hi CG talk,

I've been inactive on the forum for a while as I was training to learn new techniques and some anatomy.
I'm fascinated by character like the N0X ( or the Phantoms ( so I wanted to make a futuristic character. I am working with Character TD Denislav Georgiev ( as he will be skinning the character once I'm done.

I posted on this WIP section to get some advices and crits on everything you might think of. Don't hesitate, harsh or not, I'm investing lot's of time on this and I'd rather know If I'm heading towards a wall.

Here is my design heavily inspired from The beauty and the beast unit from Metal gear solid 4 :

This is a paintover of my character in photoshop.

I spent the last 2 months (3-4h/night) trying to understand the female anatomy and to model it right.
Here it is for the moment, basemesh modeled in 3dsmax (no sculpting was done for the moment) :

Will post wire when I'm finished with the retopology and more soon.


08 August 2010, 02:15 PM
The chin is too far forward giving underbite. The proportions are very normal so the expression will have to come from the costume. Seeing some of your work you should not have a problem with that.

My tough crit would be that the face is not attractive and the proportions are boring. There is a reaction to comic style figures which has resulted in very mundane characters being popular among artists. For me the character has a kind of housewife look. Nothing wrong with that but, I think why bother? I think you are doing the right thing by showing the blank, but the blank is not exciting. You are going to be putting in a lot of work on this so I would search for an expressive base. Also I have no idea what this thing is with orthographic shots. If the subject was a cog or a bit of architecture then maybe. There was another guy here who found that it showed proportions better! When do we see people in ortho? It is beyond me.

Still very nice work.

Edit: Don't let that stop you from your current course though, these are just ideas.

08 August 2010, 04:21 PM
Hi Kanga,

Thanks for the great feedback! I can now see some flaws that were invisible. A housewife look is definitely not what I'm aiming for. I'll take some time to give her some street fighter 4 proportions.

About the ortho shots, are talking about the photoshop paintover because the other screenshots are in persp mode, so if they look like orthographic it means I made a big mistake somewhere.

Thanks again for the help.

08 August 2010, 08:04 PM
Hi Louis. I did not expect to see you on this thread. First, I must ask why and for what purpose is this character? Whether you plan to animate it or it will be static ZB? Now about the concept. I must say the following. Before creating the character, I strongly recommend to invent his story. Who is he? Where did you come? Its characteristic features. What is the constitution of the body. On what he can and where he are trained. Height, weight, individual facial features and body. And what do you want to show people? This is just a character on a neutral background or it will be created with history, with the intent and philosophy? Will there be a dynamic posture or neutra? This will determine what should be done and what should be dispensed with in the process. My most simple advice - draw a concept first, to explore and understand how it is equipped and why it is so and not otherwise. Time spent on the creation of the concept will be much less time you spend on alterations and miscellaneous errors. Not a bad start. I'll watch. Good luck Louis.

08 August 2010, 10:19 PM
I'm a huge admirer of Marat-Ars' Phantoms as well, in fact it's probably my favorite alien/robot concept that I've ever seen on cgtalk :) And what a treat that he'll be watching yours...

It took me a while to figure out what concept you were referring to when you said metal gear solid, the actual character's name seems to be "Raging Raven." She doesn't have much robotic element to her like the other two concepts you mentioned though..are you planning to change that?

11 November 2010, 03:46 AM
Hey guys,

Here are my updates.

@Kanga : Hey man you know what? When I read your critique I knew you were right but just couldn't figure what to improve. So I bought Creative Essence for the face and studied like mad.
I'm not sure I'm there yet but you really helped me to get on the road to the next step ;).

@Marat : Marat! what's up? I took your critics to the letter :). What I want to do is a complete character to see how far I can go. Also a great opportunity for me to learn more techniques and to improve my current skills. I want to animate her when the modeling is over. I figured I just didn't had the skills to design a full cyborg yet. So I decided I will make a scientist like Aki in Final Fantasy the movie.

First I need to learn how to reproduce some hot stuff before designing my own.

@stuh505 : Ahah the Phantoms are just outstanding... I'm not going for that design anymore I'll try making a believable scientist for the moment. I'm having a lot of problems with cloth modeling.

New face topology :

11 November 2010, 04:28 AM
Hey man, nice update! I like the body and face shapes. When u finished whole body i want to see u mesh topology. Post it please later. Good luck Louis! :)

11 November 2010, 05:00 AM
Yeah the model is looking much improved!
Well done and keep it going :)

11 November 2010, 02:15 PM
As the others have mentioned, the update looks much better to me too.
The one thing that is screaming right now are the inner ends of the clavicles. They are way too low on the chest. As a reference, they should be closer to the region where you see the two highlight spots above them in the first two bust shots in your last post.

11 November 2010, 04:47 PM
Thanks fellas,

I'm still working on this during my evenings, and sure I'll post the wireframe when I've closed the mesh.

@Quadart : Thanks for the feedback. Now that you mention it, I see the flaw. I'll fix that tonight ;).

Well enough talk I got to get myself back to work.

11 November 2010, 06:35 PM
More updates :

11 November 2010, 06:36 PM
Sorry for double post but couln't post all images in one post :

11 November 2010, 12:41 AM
I don't have time to post an in-depth critique (and besides, the others here are doing a good job if that already), but I do feel compelled to point out that you're falling into the classic trap of wasting time fiddling with unnecessary stuff instead of focusing in the task at hand - in this case, you should really just ignore shaders and lighting and just focus on getting the model right. When modellers work in studios, they don't make dailies with fancy lighting and SSS shaders, they simply show grey shaded viewport snapshots. This may seem like a trivial point to make, but it really does you no favours to distract yourself from your primary goal here, which should be perfecting the model. Only once the model is done should you move onto shading, texturing, lighting and all the rest. Focus is incredibly important, and the more time you waste on these things now, the longer it's going to take for you to get really stuck into this model.

12 December 2010, 05:52 AM
Perhaps he is done with the modeling? Looks pretty good to me for a base mesh. Maybe time to take into ZB and do some detailing, then start working on texturing it? As for the SSS, there is way too much translucency in that skin...looks like she is made of wax.

12 December 2010, 07:13 AM
Hi guys,

@Leigh : Thanks for pointing that out. I have the bad habit of easilly getting distracted. But I did what you said, deleted all lights, went gray shaded and ended up finishing all the corrections I wanted to do.

It did pay off on the texturing part I was able to texture the head of the character in a few evenings (2h each).

@stuh505 : I've started to make my displacement map in Zbrush but I need more practice to make it look good. While waiting for some new books I started doing the texturing of the face.

Here's my update :

I think I should be done with the texturing of the entire body by the end of the year. I've got a slow pace but I don't have a lot of time to put on this project.

Thank you all for giving me advice. I really appreciate it.

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12 December 2010, 07:13 AM
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