Ok, I got my computer hooked and finished the new topology. Still some flaws, like the dense amount of polys on the top of his head but overall it’s good for some deformation tests (facial expressions and maybe some animation test at the end, if I have the time). Tomorrow I’ll start sculpting the details and doing some polypaint all together to get a better feel of the character.
Just for information purposes, here are the old vs. new topology comparison:
I got the final basemesh around 11.6k polys, giving me a very descent and even mesh to work on, with a total of 11.9 million polys at subD level 6. That will avoid any slowdown due to the annoying disk memory swap (I wish ZBrush could use all my 8GB of RAM instead of only 4GB, but well)
Laa-Yosh,
yeah man, I heard pretty good things about it. I’m looking for a good solution for the job. Is the beta fully functional? What about the price of the final version? I hope it’s not too expensive so I’ll be able to add it to my toolset.
Today I spent another 3 hours on the model, including model progress and quick and dirt polypaint texture. I just started to block the secondary forms and head tweaking to improve the likeness but it’s a long way to go. The cool details on his head and rest of the body will come last.
Looks awesome. Very inspiring to see to progress and I’m quite intrigued about projecting the highdetail back on the new topology. I’ll have to test that at some point.
For some reason I’m a bit freaked out that it doesn’t have nostrils =)
Uhu… pretty flawless dude. Wasnt really aware of pumpkin head, but the few images I found seem to match pretty well:D
My only critic is the feets so far, missing the solid heel seen in this image http://www.mwctoys.com/images/review_pumpkinhead_7.jpg
Im not sure that image is true to the original though, but it gives alot more weight and power to him that way.
Don’t worry, I didn’t touch his feet or back and everything else was just started. I’ll get there soon. Thanks man!
About the toy, there’s one toy that is actually a good reference. It’s the one at Sideshow Collectibles. Looks like Stan Winston himself approved it. Even so, I’m trying to avoid any references from toy pictures, for a simple reason: those are versions done by other artists. It’s their own interpretation of the monster. For example, McFarlane’s version is a great sculpt, with nice style an all but it’s not completely based on the original monster (his chin looks much more like the Alien design). The artist used a lot of freedom on it.
So, for my version, instead of using toys and sculpts from other artists as reference, I got the movie and saved a ton of stills from it. There’s no better reference (well, maybe if I had the actual suit pictures with good resolution, that would be VERY helpful ). This way, I’m trying to be fair to the original design, that is, ultimately, a man in a suit. My intention is to build just this: a man in a suit. So, the head has more volume to accommodate the actor head, the wrists are bulkier (after all, there are human fists inside of the suit), same with the ankles and so on. He is not as skinny as it seems, even if the guy inside of the suit is skinny, it’s a human, so, human proportions are there, only accentuated by the prosthetics. That’s the approach I’m going for.
great work! Your looks so perfect that i intend use some images from your to do my sculpt as reference .Looks a perfect likeness of the Stan 's sculpt.
The Side Show toy is really one of the best,the model ,to say the truth was sculpted for the Stan team to Side Show.
Thanks Alex! You’re right about that toy. It’s really the best sculpted toy and a very good reference. Looking at the movie stills, I ended by seeing things a little differently though. So, I’ll use the movie as my sole reference right now but I will probably use the toy as reference for his back and texturing.
About my model, thanks man but it’s not very good right now to be used as reference! I’m still working on it to fix a bunch of things
There’s still no price set as far as I know. However the app is fully functional, and even has texture baking in the latest (final) beta. But for retopo it’s fully complete and very easy to learn and use.
So, I was here thinking about doing just the Pumpkinhead guy for this challenge but seeing Alex’s several models, I got pumped to create at least another two. I thought about the T-Rex and the predator. The T-Rex as a full character, no texture, just as an actual sculpture. For the Predator, on the other hand, just like for Pumpkinhead, the intention is to go all the way to textures/shaders/final render. The Predator will be my bust entry, no body.
So, to try to catch up a little, I started sketching a Predator tonight. I started from the new pumpkinhead topology, deleted the body and my intention was to spend no more than 2 hours on a sketch, just to feel the character and also to calculate the amount of work. At the end, I spent around 4 hours on him and added way too much unnecessary details, using the pumpkinghead base mesh and adding some temp necklace and “dreadlocks”.
So, don’t worry about this model just yet. As I said, it’s a 4 hours sketch that will be improved slowly, once I get a new basemesh built for him and get the details transferred over.
Here’s what I got so far:
About 1 million polys. Everything apart of the dreadlocks and necklace are part of the same mesh, since it’s a study.