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created WIP - My first real character
on 10-05-2008 09:10 AM
Hey guys!
We've got a character workshop here at school, and I've always wanted to make a spacemarine, although I've always been more keen on making spaceships and stuff. However, now that I have to make a character I thought I might as well create a space marine.
This is my first real character. My _first_ character was a character for UT2004 that we had to create just a month or so after opening maya for the first time.
It's still very much a WIP, and I'm working on it really hard atm.
With that said, please be gentle with me! >.<

Last edited by Disting; 11-06-2008 at 03:20 PM..
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, polycounter,
861 Posts,
Join Date Jan 2008,
Location Malmö, Sweden
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lookin good!
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You have the same problem than me, you like cool looking organic techy armors, but you can't come up with a working design.
Right now what is see is cool forms but not something that could actually let the character move.
You should definetely think about articulations before going further. If you don't do this i bet you will end up with something that you "meh" when you look at it.
I don't want to bash, jsut telling what I see, and again, it's my problem too :/
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, polycounter,
816 Posts,
Join Date Oct 2006,
Location Nantes, France
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I totally understand what you mean! I thought that as well when I looked at it earlier, which led to me reworking the thighs. They looked horrible before! >.<
I'm gonna rework the feet and shoulderpads as well.
Thanks for the C&C!
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, polycounter,
861 Posts,
Join Date Jan 2008,
Location Malmö, Sweden
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looking cool, could use some more small details to make the design really pop.
The only problem I really see is it doesn't look like the character could lower his arms.
Either that or the shoulders really just look too far out like they would be disjointed from the body with were they would be located.
Technical Artist - Music Mastermind
Portfolio
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, spline,
220 Posts,
Join Date Apr 2007,
Location Acton, MA
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the penisholder is irritating,
also from a design perspective there is to much weight on his front side- where it usually is more on the back because of the anatomy of a human
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, veteran polycounter,
3,037 Posts,
Join Date Mar 2008,
Location Sydney Australia
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Quote:
Originally Posted by renderhjs
the penisholder is irritating,
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Haha yeah, that's just something I scribbled together before I went home. Gonna keep working on it!
Aye, the smaller details will come! Just wanna make sure the entire design looks O.K first. As you said I need to work on the arms.
Also, I haven't started working on the back yet. Hopefully I'll be able to add some weight to the armor then.
Thanks guys! 
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, polycounter,
861 Posts,
Join Date Jan 2008,
Location Malmö, Sweden
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Small update.
Hands aren't done.
The legs will be sculpted and turned into baggypants with folds and stuff.

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, polycounter,
861 Posts,
Join Date Jan 2008,
Location Malmö, Sweden
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lookin good man the updated version grants alot more range of movement and realism. o question after checking your mesh...is that nurbs? the leg armor floaters look like nurbs while the head and a few other parts look like subdiv. Just curious
-Woog
"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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Quote:
Originally Posted by woogity
lookin good man the updated version grants alot more range of movement and realism. o question after checking your mesh...is that nurbs? the leg armor floaters look like nurbs while the head and a few other parts look like subdiv. Just curious
-Woog
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Hey man!
Thanks for the comment! That's what I tried to achieve! I really agreed with the comments I got on this about the functionality being almost zero and so on, so I decided to make it more functional.
It's all subdiv modelled. 
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, polycounter,
861 Posts,
Join Date Jan 2008,
Location Malmö, Sweden
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ah well it looks terriffic cant wait to see where its going, nice work thus far!
-Woog
"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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Started sculpting the leg area in Zbrush now.
Having some minor issues with the folds and creases on the pants, but I'll sort it out sooner or later.

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, polycounter,
861 Posts,
Join Date Jan 2008,
Location Malmö, Sweden
, polycounter,
861 Posts,
Join Date Jan 2008,
Location Malmö, Sweden
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hey man i think this is coming along great i like how you handled the hard surface areas keep it up man.
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, spline,
103 Posts,
Join Date Oct 2008,
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Quote:
Originally Posted by jam-i-am
hey man i think this is coming along great i like how you handled the hard surface areas keep it up man.
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Thanks a lot! I really appreciate it! 
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, polycounter,
861 Posts,
Join Date Jan 2008,
Location Malmö, Sweden
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Looking hawt, especially for your first char.
Your forearm and hand orientation is wrong. The way you have detailed your forearm would indicate that the hands should have the palms facing forward. Take a look at your own forearm and how the bones in it twist when your hands are positioned like that.
Loving the progress, keep it up.
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, dedicated polycounter,
1,416 Posts,
Join Date May 2006,
Location Asylum
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Thanks for your comment on the arms, Xaltar! I looked it over, and I'm more happy with it now. However, it's not 100% done yet. I'll need to tweak both the arms and the hands further.
Here's an update though!

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, polycounter,
861 Posts,
Join Date Jan 2008,
Location Malmö, Sweden
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Looking good so far, keep at it. 
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, spline,
166 Posts,
Join Date Jan 2005,
Location Eugene
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This is looking waaaay better than the first version, but something is still bothering me, and i think thats what your model lack at the moment:
 uploaded with ftpix
The overall silhouette is a bit boring right now you should make some choices in what need to be remarkable at first and make it interesting.
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, polycounter,
816 Posts,
Join Date Oct 2006,
Location Nantes, France
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Quote:
Originally Posted by BeatKitano
This is looking waaaay better than the first version, but something is still bothering me, and i think thats what your model lack at the moment:
 uploaded with ftpix
The overall silhouette is a bit boring right now you should make some choices in what need to be remarkable at first and make it interesting.
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Thanks a lot for the paintover! I'll definately see what I can do, but no promises. I get a lot of mixed comments about the sillhuette. Some love it and some hate it. I'm somewhere inbetween. But as I said, I'll take a good look at it! 
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, polycounter,
861 Posts,
Join Date Jan 2008,
Location Malmö, Sweden
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The armor looks very nice, but the human part is bringing it down for me  Looks like only the end of the hands will be visible tho but still needs some attention. They look too 'round' now to me, try adding more definition 
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, spline,
158 Posts,
Join Date Sep 2008,
Location London, UK
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Yeah, you're adding in those random details on the skin surfaces wayyyyy too soon, you need to get your form nailed down first.
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, Moderator,
8,627 Posts,
Join Date Oct 2004,
Location Iowa City, IA
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