so got started on the sculpt a couple of days ago, I'm trying to go for realism and getting the anatomy as good as can, I'm aiming for a sculpt good enough to both retop and use as a next gen game character and something i could use for illustrative purposes.
i still haven't worked out exactly how i'm going to get the hookshot to convincingly come out the arm yet, same with how to tackle his spiky hair.
also worked on the face more, it doesn't look quite right to be from a more 3/4 view still so i'm still working on that
heya been a couple of weeks since last update(lost login details).
a guy who goes by uberren on the polycount forum version of the blog stated that there was anatomy issues, whilst he couldn't describe everything he did say the forms were too sharp. so i looked at some anatomy photos and began softening and improving the forms of the face and body. I'm still working on the face, palm of the hand, feet area and the back a little.
ok been a week or 2 since last update
(the stuff from the last paragraph was posted on polycount but not not here sue to login issues)
, went on a short holiday then got sick, anyway her's whats been done since the last update.
the clothing has folds painted into it. the reason why is that i'm going to use the polypaint and convert it to a texture map with uv master, make it an alpha and use inflate balloon in the deformation tool pallete to create the bases for the folds to clean up and edit.
i've also got most of the mechanical arm essentially done and in place, i might be missing 1 piece of detail on the arm.
i'm still working on ideas/ plans on how to model/ sculpt the arm to animate the hookshot appendage coming from it. also how I'm going to create/ sculpt the piping, inorganic muscle fiber looking stuff underneath the arm.
also worked on the face a little more, still gotta work on the brow and forehead a little more, maybe the cheeks as well as make the eyes a little smaller/thinner.
ok been about a week or so since i've gotten to work on this.
so i've got a fair amount of the folds in, gotta get more in on the main torso area, looking flat compared to the rest of the jacket. need to clean the folds up that are already there and work the trousers/pants, shoes and everything else.
SO been a couple of weeks since last update. no real excuses for it so I'll just jump right in
right now i essentially have the whole sculpt there now, think i need to tweak 1 or 2 things but it's all there now. above is a shot of every subtool together but i slowly break down the whole thing.
here is a shot of the jacket on it's own. as with the cyber arm with the hookshot canon thing it clips through. when it's all retopped the jacket's sleeves will be retractable and so will the guys hookshot arm thing. i like the idea that an animator would be able to roll up the sleeves and lower the arm and hide most of the arm but it's hard to show with the sculpt.
here he is with just a t shirt
and here he is with just his trousers. i like the idea that he could just remove his clothing which could be used for game plots or cut-scenes or something, i was kinda looking at delsin from infamous second song and how all the layers of clothing on his torso looked like they acted separate from each other so i had the shirt sculpted to have a similar effect( though the jacket and shirt clipping though each-other is an issue i haven't figured out how to %100 fix as i can see it being hard making them not clip through)
here's a close up of the head. someone named tobbo on the polycount version of this blog/thread commented on the neck being too long and the hands being too large. i fixed the neck but I've yet to figure out the hands and whether to big or not.
also got the teeth and tongue in the model.
i actually spent a week- week and a half looking into hair techniques trying to find a technique that would allow me to model the hair quickly and allow me to tweak it on the fly, looking as sculpting and z brush hair/ fibers and a bunch of stuff. the only way i knew of how to do it before was brute forcing it, but it was a long tedious method and takes a long time to see how it's really gonna look, especially with this kind of hair which is lot's of fairly random sharp spiky strands
(the model i made from the old design you can see at the start of this page)
eventually i came across a method in max which consists of drawing sufaces on the head seperate from the model similar to this except i spilt it down the middle for more control
then crated a plane and went into hair and fur modifier going into tools and clicking on instance node and using the plane as the instance.
then tweaking the size, number and styling to get the results.
I'm not sure how much of an improvement these tri counts make to the character, outside of the meshes having smoother normals which hug closer to the sculpt and smoother cloth, hair and body animations.
closeup of the head
anyways here's a breakdown of the mesh as it stands
still gotta sort out the hair clipping through the snood/jacket , I'm wondering if there's a physics trick to make the hair stand down whilst it's there and pings out as he runs around and jumps and stuff, or whether I'll just have to redo the hair to some extent .
onto the next step for now
any tips on how to improve it, or even maybe more closups are need, thoughts would be appreciated.