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created Europa Trooper Worklog
on 04-22-2012 02:20 PM
After updating my portfolio with some personal work i've done over the last year i realised i don't have any non stylized more realistic characters in there.
after finding this concept earlier today by Kory Hubbel i decided to start making it in 3d
http://cghub.com/images/view/177924/
step1: Blockout wip:
Just trying to define all te masses roughly and then go in and define some of the separate shapes. This will be used as a reference for modeling the highpoly pieces.

i'll be working on this daily after work and i'll do a daily update here too
c&c is more than welcome 
Last edited by Ravenslayer; 04-25-2012 at 03:45 PM..
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, dedicated polycounter,
1,871 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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I like the concept. Maybe your rough is bit bulky at the moment? The original seems less 'heroic' in its proportions.
Eager to see where you take it. 
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, null,
11 Posts,
Join Date Apr 2012,
Location Plano, TX
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Good start. I agree with makanops though. The shoulders in the concept are narrower and the upper torso has more of a narrow rectangular shape as opposed to what you have at the moment which is more of a heroic V shape. Looking forward to watching your progress man 
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, triangle,
359 Posts,
Join Date Jul 2010,
Location Australia
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Just flicking back and forth between yours and concept and i think the concept is taller and a tad lankyer pretty much wat makanops and afisher allready pointed out haha looks good though going to be cool to watch all this develop 
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, polygon,
517 Posts,
Join Date Nov 2011,
Location Newzealand
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tnx for the comments guys, you were right about the proportions so i changed them a bit
just a small update from the blocking still needs a lot of stuff blocked in so i can start modeling.

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, dedicated polycounter,
1,871 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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Hey ravenslayer! Very cool concept, good choice!
Can't wait to see the result ;)
Maybe a small question about your workflow. I know it's a blockout right now, but your hard surface pieces seem a bit organic, like you sculpted them. Am I right?? Because I'm use to do the base mesh of stuff like that in max and then sculpt in details. If it is sculpted out of a box for example, do you use it to make the new stylized pieces or do you continue working on them?
But... keep it up!!!! Cheers!
*subscribed*
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, spline,
104 Posts,
Join Date Oct 2011,
Location Belgium
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i'm going to use this sculpted blockout purely as a relational distance guide.
I'll probably draw some basic topology for the final shapes ontop of the blockout and then use those as a base to model from.
The clothparts will get a different sculpting mesh base so in the end none of this is used in the final model itself
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, dedicated polycounter,
1,871 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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This model is freaking amazing.... I actually subscribed, also this being my very first post on the forum here =]
Hope to see more of this!
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, null,
1 Posts,
Join Date Apr 2012,
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Statyk: not much model to speak of yet but tnx anyway and welcome to pc ^^
Step 2: Modeling
So i took the blockout and drew some polygons over it so i knew were my pieces were going to be , some shapes i could already add a little more geometry in the retop but most of them i'm going to have to model piece by piece

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, dedicated polycounter,
1,871 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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awersom work, cant wait to see it come though.
on the blockout seems the feet are rotated out too far, or maybe the kneepad is on crooked?
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, polycounter,
888 Posts,
Join Date Dec 2010,
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tnx dyalna, yup i'm going to fix that while modeling!
another shot of the modeling process, taking some liberties with the details

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, dedicated polycounter,
1,871 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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Watch the bevel thickness and detail scale on that part, some things will barely bake the way you modeled them.
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, card carrying polycounter,
2,432 Posts,
Join Date Oct 2008,
Location London, UK
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Lots of pinching, use more geo to define your curved panels. Interesting concept.
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, dedicated polycounter,
1,451 Posts,
Join Date May 2011,
Location Minnesota, USA
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tnx for the advice guys, i'll loosen up some of the edges and get rid of the pinching
also going to scale up some of those tiny details, i'm not sure what mapsize it's going to be on yet (2k perhaps) but in relation they are pretty small.
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, dedicated polycounter,
1,871 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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picked this up again

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, dedicated polycounter,
1,871 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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Cool concept! Ravenslayer keep the metal chunky! A bit tighter and more noodly in your model so far than it is in the concept, but looking awesome.
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, veteran polycounter,
4,172 Posts,
Join Date Mar 2006,
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you're right joseph, tnx for the crits
not much to post atm since i'm waiting for my new laptop to arrive so i can properly work on this model. I'm going to try and reevaluate all of the pieces i've already done so it matches the concept better
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, dedicated polycounter,
1,871 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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Looking forward to seeing some more on this 
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, vertex,
29 Posts,
Join Date Feb 2008,
Location Cambridge, UK
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