Troglodyte character
#1
Posted 03 March 2011 - 01:57 AM
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
#2
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.
Macbook Pro4,1 - 10.6.8 - 2gb Ram - 512mb VRAM
#3
Posted 03 March 2011 - 03:26 AM
#4
Posted 03 March 2011 - 04:17 PM
#5
Posted 03 March 2011 - 07:01 PM
8 core 2.5 Xeon /12 gb RAM DX 64 Cuda / 560GTX-Ti. I always use the latest build.
#6
Posted 08 March 2011 - 04:29 PM
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.
#7
Posted 08 March 2011 - 10:49 PM
Macbook Pro4,1 - 10.6.8 - 2gb Ram - 512mb VRAM
#8
Posted 10 March 2011 - 04:32 PM
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.
#9
Posted 20 March 2011 - 01:21 AM
Generalist
www.philnolan3d.com - Twitter - Google+
Desktop: Win8 Pro x64, Core 2 Quad 2.4 GHz, GeForce GTX 470, 8GB RAM
Laptop: Vista Home Prem x86, Core 2 Duo, 1.5 GHz, GeForce 8600M GS, 2GB RAM
#10
Posted 20 March 2011 - 12:54 PM
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
#11
Posted 20 March 2011 - 02:23 PM
Macbook Pro4,1 - 10.6.8 - 2gb Ram - 512mb VRAM
#12
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.
#13
Posted 21 March 2011 - 09:50 AM
Very nice work.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
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.
My YouTube channel ----> http://www.youtube.c...raphicGladiator
My sculpting experiments on 3D Coat.com ----> Wanna see...
My official website ----> www.grafikbuero-werner.de
(My website is in german language, but I work for the international market too. Just drop a mail, if you are interested.)
German speaking CG Workshops ----> www.lernfaktor.de
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users














