View Full Version : Imajus - Army of One
05-12-2009, 02:05 PM
Starting on my entry today. I am searching for reference and inspiration at the moment and almost ready to start silhouette thumbs.
My idea is to go a little more high tech with my character's armor. Like if Armageddon happened a little later in the future so there was still some tech around to scavenge and make armor and weapons from. Stuff a futuristic soldier might wear, but dirty and worn out. I might throw a bit of steam punk in there as well with some exposed rivets, chains and such to give it that homemade feel.
05-12-2009, 06:31 PM
Here's a quick sketch, didn't spend a whole lot of time on it cause I like to get into 3d asap, but it's enough to get me started
D R E A M N T
05-12-2009, 06:51 PM
I think its good to start from definitely.Lets see it man.
I'll be waiting.
05-12-2009, 09:18 PM
idea is good, give us some updates now.
06-12-2009, 01:57 AM
got the base mesh going, working on sculpting the armor
06-12-2009, 11:55 PM
More progress from zbrush, this'll probably be the last update till the highpoly is done
07-12-2009, 01:20 AM
nice armor. :D
07-12-2009, 01:22 AM
Thanks, I've had a hankerin' to do some hardsurface in Zbrush so I used this project as an excuse to do so.
D R E A M N T
07-12-2009, 06:54 PM
Do you find hard-surface modeling in Z-brush easier or harder than doing it in a 3d package such as Maya,XSI or Max?
09-12-2009, 01:40 PM
Depends, this was easy because the forms contoured to the body so it is essentially organic. Doing hard surface objects like guns, vehicles, and the like definitely go with max or maya. I use max so I don't know how well modeling in maya is.
09-12-2009, 06:43 PM
Imajus, is looking good so far. As per the hard surfaces Maya is just as good as Max. It comes down to what you started learning with and what feels more natural to your style of work.
09-12-2009, 08:09 PM
Thanks. Yeah I assumed it was.
09-12-2009, 09:28 PM
Armor is looking sweet so far. Can't wait to see more updates.
12-12-2009, 02:08 PM
Haven't had much time to work on it lately. Still pluggin' away on the high poly. I improved the concept a bit it was looking a little too generic black knight.
12-12-2009, 02:20 PM
Good progress but some of the proportions are looking a little odd right now in places due to the armour placement. The knee looks too low from the front for example and the chest currently looks too narrow. The base model seemed ok, so perhaps tweak the armour pieces a little bit to complement the proportions
12-12-2009, 02:42 PM
Thanks, the legs, especially from the knee down, are just blocked so I'll definitely take a look at the proportions there. I still have a few pieces to tie into the chest so I might wait on that.
Any other comments/critiques?
12-12-2009, 08:18 PM
Nice work. i like the proportions. Go ahead!!!
D R E A M N T
16-12-2009, 01:03 AM
Lookin good man.
19-12-2009, 03:32 PM
Back on track after a layoff. I got tons of time now to finish this guy with Christmas break. One question is I'm an environment artist trying my hand at characters, this is actually my first full production character, I'm trying to find ways to retopolgize and was wondering what some different methods are. I used zbrush's built in retopo for props and environment pieces, but I find it a little too simple for a character. It seems pretty unforgiving when I want to edit my geometry on the fly, suggestions?
31-12-2009, 01:27 AM
Dude - layoff? So close to Christmas - man that's gotta suck. Not for us - 'cuz now we get to see you model s'more:D But yea, good luck with that. This character is lookin' awesome!
And, I'm no Zbrush/Max master (this comp is the first I'm using Zbrush), but I gotta ask why can't you just use Max's tools to do your retopology work? You have more control over it than I assume Zbrush's retopo thing does...though to be fair I didn't know there was a retopology tool in ZBrush until you just now mentioned it;)
Hope you finish man! And Happy Holidays.
31-12-2009, 03:46 AM
you can try topogun to retopo. I never used it, but I hear it's good stuff.
31-12-2009, 06:03 PM
Not a layoff, layoff, I meant a layoff from the project. I actually stopped working on it cause I got really busy at work and had some other comps going on at the same time. I'm not much of a character guy, I'd like to be, but I need more practice. I probably won't be able to finish this guy. Too much to do I might switch over to the sculpting challenge. thanks for the support though! And I'll definitely check out topogun.
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