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created Next Gen Trucker Guy
on 06-29-2012 08:07 AM
Hey Everyone, I've been working on this guy on and off for the last couple of months. I'm allllmost done with the high poly, just a couple of little things that have been bothering me, along with any crits you guys make.
Progress wise, I've made the low poly and I'm just finalising the uv's, then I'm going to polypaint most of the parts then finish up the textures in PS.
Anyway, please let me know what you think and any crits you've got would be really helpful.
Cheers
I think I got a bit carried away with the background of the render....
CURRENT PROGRESS:

Last edited by mr_ace; 10-17-2012 at 06:07 PM..
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, triangle,
394 Posts,
Join Date Feb 2009,
Location Belfast
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Damn. Really great cloth modeling here. The face, where the nose connects to the brow and the eyes corner their way into that whole deal, could use some work. Also he seems to be a fairly average build, but he has a super fat neck. It exists in the real world, but it doesn't read great here.
Still though: damn. Well done.
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, polygon,
731 Posts,
Join Date Aug 2011,
Location Seattle
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The attention to detail is great. Looking forward to seeing him textured.
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, spline,
203 Posts,
Join Date Dec 2011,
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the detail is amzing, great folds.
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wow! ... amazing ...
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, null,
6 Posts,
Join Date Feb 2012,
Location Sofia, Bulgaria
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ysalex: yea i'm not too happy with the face, it definately needs some small tweaks before i bake it. I'll have a look at the neck, if it's too big I'm probably going to scale it down in the lowpoly as it'll only be a pretty small tweak, I was going for a pretty big build guy though.
Tobbom snake and buhtichka: thanks a lot, really kind of you guys
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, triangle,
394 Posts,
Join Date Feb 2009,
Location Belfast
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The face is fighting with itself in terms of weight. You've given him a somewhat pudgy look, but at the same time have strongly defined cheekbones. This is what causes the top half of the face to look skinny but the lower half (+ neck) to look fat. I'd make the neck and chin a bit less chubby, and the cheekbones softer to come at an average shape of mildly fat.
His thumb looks rather short, too, and the cap and shoe-noses a bit large.
Geospheres rule, regular spheres drool!
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, card carrying polycounter,
2,247 Posts,
Join Date Jan 2008,
Location the Netherlands (Europe)
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Thumb mouth and nose feel a bit on the tiny side, the detailing on the clothes is really really nice man! esp the jacket.
"The blacksmith and the artist reflect it in thier art. Forge their creativity closer to the heart YEAH! Its closer to the heart!"
Vageta whats your scouter read about this model?
ITS OVER NINE THOUSAND!!!!!!!
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, dedicated polycounter,
1,542 Posts,
Join Date Sep 2008,
Location Brighton, UK
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Visually it works, I can easily imagine him killing a hooker with a hammer. Great work 
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, spline,
155 Posts,
Join Date Sep 2011,
Location South West England
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Great work man! some really nice folds. The weight/ fat distribution seems off on the face though. the top half of the face seems like an average build and the lower half a fatter build. I'd also look at widening the nose slightly. The chest looks a bit bare compare to the neck (in terms of detail/form), but I'm just nitpicking. Kick ass work, can't wait to see the low poly and some bakes.
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, triangle,
359 Posts,
Join Date Jul 2010,
Location Australia
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Great work, I agree with with what everyone else has said.
I have a tiny nit picky comment. It seems like the compression folds on the boots, especially the back left boot, seem to be off. It seems to look like the same material as the trouser cloth on that angle.
Other than that , awesome work!
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, triangle,
432 Posts,
Join Date Feb 2010,
Location Liskeard Cornwall
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Very nice. Live sculpt
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, line,
61 Posts,
Join Date Dec 2010,
Location Saint-Petersburg
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Amazing work.
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, null,
5 Posts,
Join Date Apr 2012,
Location Poland
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Very nice sense of scale with all of the detailing. Makes it feel very realistic. Great Job!
Like others have said, the ratios of the hand seem off. The thumb is stubby, yes, but I also would say the medial phalanges of the index and Middle fingers are a little long too. Here are a couple observations I've made (and I'm sure so many others have made as well) which help me maintain nice human looking hands and keep away from E.T. or Chimp hands, lol:
Take a look at this xray of the hand. Speaking in general terms, the proximal phalanx of each of the fingers is almost the length of the medial and distal combined. So in this model's case, I don't think that ratio is matching up quite right. And then, once the finger length is established, the tip of the thumb will normally fall within the second half of the proximal phalanx of the index finger when swung up beside it. There is a bit of variance to that thumb rule, I've seen. For instance, my thumb is longer and lines up with the second knuckle, however, I know people with that "toe-thumb" thing going on, and they have a similar ratio as your model does. So really, I guess what you have currently with the thumb and length of fingers is within the realm of possibility respectively, but when combined; short thumb with long fingers, it looks strange.
Last edited by Jeremy Tabor; 07-01-2012 at 09:40 AM..
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, triangle,
491 Posts,
Join Date Mar 2010,
Location Los Angeles, CA
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Looks great dude, especially the folds on his clothes and skin. His face looks younger than I would expect from a trucker. I think it's the size of the eyes and mouth that are causing that.
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, line,
78 Posts,
Join Date Nov 2007,
Location Dallas
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You have such great detail, all throughout this character, but the face is falling short. I agree that it looks like a mix between a normal Guy and a fat one. Something weird is happening around the eyes, also break up the smoothness with wrinkles, pimples, scars, pores, what have you. But great job overall man, kudos!!
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, card carrying polycounter,
2,248 Posts,
Join Date Jul 2009,
Location Irvine, CA.
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Hey everyone, thanks for all the great crits.
I've been on holiday for the last week so haven't got as much done as I would like, but I'm trucking along (GET IT?)... Here's some texture progress, I'm having a seperate sheet for the head and arms etc, so just clothes. I've only just blocked in the feet, they need plenty of work, I'll post up better shots when I get more done.
As for the head, a lot of you guys were not feeling the head at all, so I think I'm probably going to re-do it completely, I reckon it'll be a better learning experience that way.
Let me know what you think so far, all crits welcome. Thanks a lot
EDIT: Just realised I haven't posted any wires or anything either, I'll post those up when i make a bit more texture progress too...
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, triangle,
394 Posts,
Join Date Feb 2009,
Location Belfast
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Looking pretty awesome. Good details.
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, vertex,
44 Posts,
Join Date Sep 2011,
Location LA
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Ooooh. Nice material definition.
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, polycounter,
1,046 Posts,
Join Date Dec 2008,
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that gif is making me dizzy, pretty groovy though 
not too sure about how the skirt is only half-tucked, but then stuck behind the belt buckle, that feels a little unnatural.
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, card carrying polycounter,
2,471 Posts,
Join Date Apr 2009,
Location Vancouver BC
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Looks neat so far! I'm really digging the folds you've got going on. Just curious- what was your inspiration behind this?
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, polygon,
726 Posts,
Join Date Jan 2007,
Location Austin, TX
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wow, looks awesome! Textures are lookin' nice.
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, triangle,
324 Posts,
Join Date May 2005,
Location Albuquerque, NM
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Looks killer!! good job!
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, triangle,
476 Posts,
Join Date Apr 2011,
Location Montreal
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just noticed that the leather boots seems a bit too specular/glossy for some hold working boots.
also for the coat you could add alot of details in your gloss map by making by making the light borwn/beige spots less glossy.
if you could psot you maps it could be great!
great job again!
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, triangle,
476 Posts,
Join Date Apr 2011,
Location Montreal
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Nice eay subject this one, good to see it taking shape.
I'd say the folds around the sleeves could do with another pass as it appears like a rubber suit the way some of the folds intersect. And I'm in full agreement with Fred2303 regarding the specular values - tone them down as that's adding to that rubber/plastic feel.
For ideas on where you could take the materials, check out this model: http://josemlazaro.com/blog/wp-conte...011/04/Ben.jpg
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, line,
81 Posts,
Join Date Apr 2009,
Location UK
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