HCR MINI-Challenge #44: Soldiers through the Ages: Greek Hoplite


#2

Hey guys ! so this is my Reference/Inspirations and some of my Day 2 Wips, i’ll post wips when i achieve goals that i set for myself example ( finishing the base mesh, etc…)
So from what i know all Greek states had their Hoplites, so thats the reason why the armor and shield is different.
My Greek state of choice is Athenas, so im making an hellenic Hoplite, but i would also like to add some Spartan elements to it, we’ll see.

So just an quick break-down of my wip to explain what i did, i get the cyllindrical primitive for torso,arm and leg, and the Sphere for hands,head and feet, i like to keep each element as its own subtool, because it gives me more control. For torso, arms, legs and head i use dynamesh on 16 resolution, for hands and feet 32 resolution. Later i’ll merge everything down and dynamesh in 72 resolution.

Edit: by doing so, you’re having automaticly an different polygroup for each part of the body, which is pretty cool.


#3

Heyo, I will follow excited your work, good luck.


#4

Thanks Tom!
Finally finished the base mesh and retopologized for refinament and details
( i retopologized by copying my dynamesh base 2 times, then used Zremesher one with polygons count on 2 other on 10, then sent both to 3ds max, deleted the head of the one with 2 and kept the head on the one with 10 and merged them toghetr so i could have finer details on the head)


#5

Hey guys sorry for my lack of updates, i just got back recently, im finishing blocking the armor and fabric right now, i’ll just add some more refinament and throw everything back to Zbrush !


#6

Hey guys, had lots of problems with Max and Zbrush crashing on me, Max even decided to corrupt my save file, thanks to nurms sub-d, im never using that again.

So finished some pieces, i still need to blockin the shoes, spear and sword, i think i’ll leave that for later, finished my first pass of sculpt on everything but the hands and the lower part of the body which i might do now.


#7

Wow clean work and supreme anatomie!

you time work is good still with tool leaks time.


#8

Wow! You’re doing so well! :wink:
Compliments!


#9

Thanks guys, your apreciation means alot to me.

So ! i just realized im very bad at time management, shame on me, but i finally finished modeling the assets ! now its just an pass in zbrush to add wear and tear and detail my anatomy out and BAM, ready to retopo

Cheers !


#10

Hey guys, finished modeling(Edit: finished sculpting*), im not happy with it but since im late i’ll go with it, hopefully i’ll be faster next time, i already started retopologyzing into an game mesh, weekend i’ll probably have it mapped already.




#11

Don’t be so hard on yourself, you’re doing great!


#12

Thank you Marco !

So i had some set-backs and im finishing retopologizing right now (Only teeths are left) my final polycount will be around 34k, its 33,481 tris right now pretty good i’d say, could have made it more optimal but since this is the next generation i think im good to go, never really done human retopology (i did model an human once with proper topology following an tutorial) for animation so please feedbacks are welcome.

Next wip post will be the uvs and bakes i plan to do an tight map with one 1k texture, maybe an 2k one we’ll see.





#13

hey guys, suprising i managed to finish the uvs in just a few hours lol… im not a pro on tight packing but i tried :smiley:


#14

Keep going on :)! I think this topology is good.


#15

Thanks man ! so this is a quick update on the polypaint, its still an wip, when i finish the pp i’ll bake everything (no textures on this one yet), doing polypaint helps me to give an starting point to my textures (Edit: aswell as an vertex color so i can easily set apart different materials)


#16

So did the bakes, ran into some problens that i’ll need to troubleshoot, but here hows it is so far with the base textures and bakes applied, after i troubleshoot it i’ll start texturing and setting up the shading.
Right now i have 2 maps one for the entire character and one for the eye, but i think i might add 1 more map for leather-fabric-armor, body-weapons and one for the eye, we’ll see.

Cheers !


#17

Hey guys, just an update on the textures and materials, soon i’ll pose and setup the proper lights for rendering, by the way i said on the first post that i would be using ue4, but i choose to use toolbag 2 instead.



Cheers !


#18

FYI
HCR Modeling # 44: Soldiers through the Ages- NEW DATELINE MAY 8


#19

Hey guys ! running against the time now :smiley: just got Total War Attila and i’ve spent the whole day yesterday playing PFF, anyway posing and fixing skin problens on the go, hopefully i can manage it


#20

Hey guys ! so i manage to finish it on time ! yeeeeww, so heres my beauty shot and some extra shots i did for fun :slight_smile: (This is not the images from the final submission images are 1920x1080 soon i’ll post the ones following the rules of the contest)









Cheers !


#21

Allright, if i miss something please tell me :stuck_out_tongue:

This is my main submission:

Total time to complete the model: 42 Days or 1 month 1 week and 5 days.
Softwares used: 3ds Max, Zbrush, Topogun, Quixel Suite, Photoshop, Marmoset Toolbag2
Model Specs: 37.364 Triangules, 2x 2048 map (2 extra maps 1 for eye, 1 for the ground).
Model Description: Long ago Greece was separated by independent states, they faced many enemies including themselfs, the Hoplites were the core of every army they were the iron fist that carved into the enemies lines, and this model is an dedication to those brave soldiers.

Beauty Render

Orthos Renders