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Troglodyte character


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#1 Jake_H

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Posted 03 March 2011 - 01:57 AM

Hi
Just starting a new project - I am modeling up a Fantasy muscled man thing (Troglodyte is my working title for character- I was basin him off of early Urukai/cave troll concept sketchs – I loved the LOR early helmet designs)

My aim is to eventually rig this character up aiming to demonstrait knowledge of anatomy, modelling for deformation and quality skinning/rigging in Maya (as well as good texturing – a given) for my reel.

Anyway I wanted to post the base 3DCoat sculpt long before I retopo and take into Zbrush for detailing (yes I know I can do it all in 3DCoat - but prefer - Zbrush brushes at higher res levels)- I have started detail blocking in the feet - but I am undecided for his his overall look - BAH!!!

techinically I am happy with my brief above ... BUT....I am actualy stuck conceptualy - its yet another big bloke model - kind of hulk-ish (Yawn!)-

Was thinking about; perhaps taking it more in line with this guys direction:
CGFeedback Caveman

Its still early stages yet - and I am not too sure want to go too ape, I suppose I want a well muscled out of shape slob [perhaps a retired urukai - who has served his time for war crimes and now lives a quiet life].
I am also looking at PNG tribal costume -but still undecided.

Feedback welcomed
Jake

Attached Thumbnails

  • GJH-baseSculpt--h-e-a-v-y_WIP01.jpg
  • GJH-baseSculpt--h-e-a-v-y_WIP02.jpg


#2 LorenzoS

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Posted 03 March 2011 - 02:01 AM

Hi
Just starting a new project - I am modeling up a Fantasy muscled man thing (a working title for character- based off of a combination of early Urukai concept sketchs – love the early helmet designs)

My aim is to eventually rig this character up aiming to demonstrait knowledge of anatomy, modelling for deformation and quality skinning/rigging in Maya (as well as good texturing – a given).

Anyway I wanted to post the base 3DCoat sculpt long before I retopo and take into Zbrush for detailing (yes I know I can do it all in 3DCoat - but prefer - Zbrush brushes at higher res levels)- I have started detail blocking in the feet - but I am undecided for his his overall look - BAH!!!

techinically I am happy with my brief above ... BUT....I am actualy stuck conceptualy - its yet another big bloke model - kind of hulk-ish (Yawn!)-

Was thinking about; perhaps taking it more in line with this guys direction:
CGFeedback Caveman

Its still early stages yet - and I am not too sure want to go too ape, I suppose I want a well muscled out of shape slob [perhaps a retired urukai - who has served his time for war crimes and now lives a quiet lif] (also looking at PNG tribal costume -but still undecided).

Feedback welcomed
Jake



Sweet, jake_H. I love your proportions.
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#3 digman

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Posted 03 March 2011 - 03:26 AM

Looking forward to see more of this charactor...

#4 Jake_H

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Posted 03 March 2011 - 04:17 PM

Blocking out the head features - I am going with the leftmost head style - just need to integrate the head into the body proportions better- adjust the facial proportions - I am aiming semi-realistic; but some features are too fine on my left most head. I dont think that I am going to go creature sculpt with him so the googly eyed head variation on the right will most likely be abandoned.

Attached Thumbnails

  • GJH-baseSculpt--h-e-a-v-y_WIP03.jpg


#5 Tony Nemo

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Posted 03 March 2011 - 07:01 PM

They form an interesting metamorphosis.

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#6 Jake_H

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Posted 08 March 2011 - 04:29 PM

An update:
Going with the cruder face after all - I reworked it this evening making it more primitive and cruder. I have also blocked out his hands and feet and started looking at his gut. I have been looking at reference of a wierd body building phenomina called roidgut - where the abdomen is distended but still muscled - I wanted a strong mans big belly not just pure fat, it will probably be smaller in the finished version and a little softer looking than it currently is.

I am now looking at Mayan reference for final character styling - something slightly Apocolypto with regard to costume.

Attached Thumbnails

  • GJH-baseSculpt--h-e-a-v-y_WIP04.jpg


#7 LorenzoS

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Posted 08 March 2011 - 10:49 PM

Great choice. You got that roidgut on point:) Great work.
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#8 LJB

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Posted 10 March 2011 - 04:32 PM

Great work Jake, as always :clapping: :clapping:

Balance of the character stance feels wrong like he will fall backward and its spoiling him for me cos its a big distraction to my eye. You have the feet in a seperate layer maybe rock body forward to correct this?

Cool stuff Jake. Faces are Perfect.
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#9 philnolan3d

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Posted 20 March 2011 - 01:21 AM

Very nice work, I like the head details.
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#10 Jake_H

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Posted 20 March 2011 - 12:54 PM

Cheers Phil, LJB, Lorenzo, Tony and Digman
A quick update with a WIP retopo, been busy with other stuff - (dammmit why did I go and get a job so soon after redundancy).
LJB- yes I see what you mean LJB - and I have adjusted the base vox to suit - I will still be working the base vox back muscles details while playing about with re-topology.

Cheers
Jake

Attached Thumbnails

  • GJH-baseSculpt--h-e-a-v-y_WIP06.jpg


#11 LorenzoS

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Posted 20 March 2011 - 02:23 PM

Looks great Jake_H. Your proportions on this character are amazing.
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#12 LJB

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Posted 21 March 2011 - 02:48 AM

Cheers Phil, LJB, Lorenzo, Tony and Digman
A quick update with a WIP retopo, been busy with other stuff - (dammmit why did I go and get a job so soon after redundancy).
LJB- yes I see what you mean LJB - and I have adjusted the base vox to suit - I will still be working the base vox back muscles details while playing about with re-topology.

Cheers
Jake


Much better. Less destracting.
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#13 Taros

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Posted 21 March 2011 - 09:50 AM

Cheers Phil, LJB, Lorenzo, Tony and Digman
A quick update with a WIP retopo, been busy with other stuff - (dammmit why did I go and get a job so soon after redundancy).
LJB- yes I see what you mean LJB - and I have adjusted the base vox to suit - I will still be working the base vox back muscles details while playing about with re-topology.

Cheers
Jake

Very nice work.
A tip when you retopo: Start very basicaly, use less polys. Retopo just the main polygon stripes and work from the "top to the bottom". Means: Don't start too early with detailed topology, better subdevide later. :)

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#14 Jake_H

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Posted 09 April 2011 - 04:28 AM

Update on Retopo
GJH-baseSculpt--h-e-a-v-y_WIP08.jpg
GJH-baseSculpt--h-e-a-v-y_WIP07.jpg




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