View Full Version : Pvt. Percy Sole
Nyx702
06-26-2007, 08:45 PM
Something I finished up the other day. Nothing too creative...but I still had fun!
I couple things other people already mentioned that I should fix are the edge loops in the arms need to be spaced out more and the calves are bent too much. I will be on that soon.
http://i6.photobucket.com/albums/y232/Kane702/Art/nmiller_res.jpg
http://i6.photobucket.com/albums/y232/Kane702/Art/nmiller_headdetail.jpg
http://i6.photobucket.com/albums/y232/Kane702/Art/nmiller_ortho.jpg
Looks like a good start, but I think it would benefit from some reference. Before I saw the textured image, I thought your guy might have been a Chinese peasant. Since it looks like you're making a WWII officer, I pulled some photos for you. The hats back then had a fairly rigid structure around the band and the brim since they were all leather and cloth. Also take a look at the asymmetry of his head and how his nose meets his brow-ridge in the profile.
typhus22
06-27-2007, 10:02 AM
hey man, u might want to check the anatomy on his legs, right now it seems really off from the side perspective. also u might want to redistribute the uv space for the face cuz there is alot of empty space. overall looking cool man
EDIT: whoops, sorry about the anatomy comment, i see u are going to change that already.
Marcus Dublin
06-27-2007, 10:38 AM
Right now the anatomy is off across the board and it looks like your still trying to figure out 3d character modeling which if perfectly fine. Before moving on to doing any sculpting you should concentrate on nailing the low poly mesh figure first. There are times when you need to fudge the anatomy a bit to get the best results but they should be fairly transparent at best. The photo references are fine for the head that Keo provided but you should find full body references as well, especially with clothes on for this type of character. I’m not sure if you’re going to revisit this guy any time soon if at all but for your next budding masterpiece take heed and work the low poly mesh to perfection and then move on to the other character creation areas, remember one step at a time.:)
Marcus
Nyx702
06-27-2007, 12:01 PM
OK,
Marcus Dublin:Yea...character modeling is not a strong point with me. Actually...this is my first finished human model....i usually quit by now because they are so screwed up! But I have a few questions, and this could go for anyone. Concerning topology. I was reading some stuff that Gavin and others were posting and they said that for it to subdivide in Zbrush the polygons needed to be as square as possible. I tried a less dense mesh of this guy before in Zbursh and I just wasn't getting the amount of detail, specifically in the chest/coat area. So is it a balancing act? I was looking at the mesh of Gavin's for the BGH contest and it was pretty basic? I really appreciate the help!
typhus22: ah no problem Thanks for the comment anyways!
keo: Yea know...I got that he looked like a Chinese peasant from some one else too....that makes me feel bad. I will show you the reference I used. He is supposed to be a brit from WWI :(
I tried to fix most of the problems people mentioned and the reference I used:
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