What I find even more alarming is how many people seem to be using the crackeld, aging paper, with the ruff edges to show off their designs, whatever happend to creativity?
DWIII - 3D - dstammel - Edgar Fox
I don’t want you guys to think i’ve given up. So here’s alittle update.
I’ve been low poly modeling for a bit. Roughing out all the shapes before i take it into zbrush.
i’m at about 6500 tris and it’s not optimized. I’m leaving in alot of quads for zbrush that will most likely be removed after i get my new Lows from zbrush.
Anyway…here is a WIP. I’ll show wires when i’ve cleaned it up.

looking nice, his head/height ratio suggest that he is 11-15 I would make him a little taller in the legs and get him to 7.5 (scientific) or 8 heads (ideal) in height. nice silhouette 
Thanks zeke. His head is smaller and his hands and feet are oversized. I’m just shooting for a bit more stylized look.
More images to come after tweaks.
thanks
I added a face and tweaked some stuff. Tomorrow i’ll finish low polying the gun then it’s off to UVmapping. (one of my favorite steps!) Then ZBRUSH!!! I’ve been looking forward to the zbrushing. Just a bit more work till i’m at that step. If you are curious he’s at 7500 tris right now. He’s not optimised yet. That will come later.
I’m saving polys in the long run for alpha Hair for his head and fur lineing for his coat.
Edit: Oops…i saved over the picture that was here with a later one. I didn’t ever save the original image either. Oh well…it was just smooth shadded version of what was a few post agao…sorry
soon zeke soon.
i finished up the high poly stuff for the backpack and the gun. Since they were hard edge modeling i did most of it in max.
I’m currently uving and i’ll be taking it into zbrush soon.
peace.
ok, uvs are done.
Of course they may change after zbrushing but this is the first draft.
If you look in the lower right you can see 4 identical shapes. Those are layers of fur to be used for the inside of his coat. If my poly count at the end allows it after i’ve optimized i may make a 5th layer of fur. The only things not mapped yet are alpha planes for his hair and for other coat fur. But those will be added in later in the gaps i’ve left behind.
Currently with his gun and 4 layers of fur he weighs in at 8950 polys. After zbrushing i’ll optimize his mesh enough to add the alpha planes i need.
zbrushing is next

moved some stuff around alittle bit to give the face some more room
but i didn’t change the uvs enough to bother to post another shot.
I started alittle high poly tonight.
I usually start anywhere BUT the head, but i decided to switch things up this time.
Here is alittle work in progress. I"ll probably leave this alone for a few days while i zbrush the clothes.

Here is a test of the Normal Map on the Low head. The head is like 525 polys not counting the hat. Some of them are pointless or covered up so they will be removed later.

for those who care this is the part of the 2048 that the face references for it’s normals. I sure do hope i gave myself enough space for texturing the face. He looks sad

Hi David,
Should have posted a crit earlier. I like the way the concept is going and I like how he is turning out so far, but some ideas:
The feet are too floppy-big… they make him look silly instead of stylized. Perhaps some of it is from FOV, but I’d make them and inch or too shorter.
Head: I like the sculpt, but a couple things RE the low-poly. First, the eyes. You don’t need sphere-eyes if you aren’t animating. Just cap off the eye-socket and give it a bulge to follow the contour of the pretend-eye.
Remember the face doesn’t have to animate, so you can always lose some polys after you give him an expression. I would also consider sculpting him with an expression so you can give him the subtle details. Or you can just keep the neutral face.
The goggles on his head need more sides (8 isn’t enough). And there is NO reason for them to be part of the helmet mesh. Just model the helmet mesh, then stick the gogles (with 12 or so sides) on top.
Model in the goggle strap around the helmet, don’t just rely on the normal map. It is important for silhouette especially where someone’s attention is drawn, like the face.
Also, don’t make the hat so regular (it looks like a helmet). Maybe something to fix after ZBrushing it, but it looks like a helmet now, some irregularity would make it more like a woolen hat.
Edit: Also, give the helmet another loop, to round it out. Looks very faceted right now in comparison to the face.
You will need more space for the head UV’s. See next comment:
Fur: Don’t do fur with shells. It isn’t worth it if you can’t do it through the shader, and you aren’t animating. Use alpha planes for the fur instead. You will get a much better silhouette and effect. You will always have use for extra polygons, and in the new UV space, put your face UV shell.
UV’s in general: I wouldn’t start baking until you are about done sculpting. Remember that, when giving space, you generally want things to be equal (as I assume they are now), but you will also need more space for high-frequency details, I’m thinking specifically of the wool hat, the fur lining, and if you want to put any ‘weave’ into the clothing, etc.
Looking good so far!
Thanks for the comments. The mesh will change alot after it comes out of zbrush. For instance…when i stepped down to the lowest setting for the face and exported from zbrush i had to add in some extra geometry so make the low more closely follow the shape of the high. Once i’m finished modeling the the clothes and hat i’m sure i’ll have to change the shape of the low to match.
As for the eyes, I may pose his face depending on his firing position. So he may be squinting or other things, so for now i havne’t decided if he’s going to hvae an animated face. If i dont, i’ll take your advice about the eyes and cap those suckers off.
Thanks for the comments, as i continue i’ll address them as i go.
looking nice David, I would suggest leave the face for last and let the ideas for it build up while you do the rest less subjective work. I would almost want to see him with a ban aid or some other distinguishing mark, a glass eye, something to make that part unique, not to say unattractive unappealing but unique. What are you planning to render him in? also keep the progress coming, also me personally would go with snowboarder glasses.
thanks zeke.
I usually leave the face for last but i thought this time i’d tackle it first as a way to decide on the style for the overall zbrushing. I’m still working on his high poly goggles in max so when i’m done with the body in zbrush i’ll add the goggles in.
I’ll keep the updates coming…i’m hitting zbrush hard tonight and attacking those clothes.

