View Full Version : Snapped Strings - Indiana Jones - Irving Livingston
SnappedStrings
04-04-2010, 08:53 AM
Hey guys, this is just a placeholder for now, I'll throw up some concept art in a few mins.
This character will be based on Dr. David Livingstone, one of the most famous British explorers of all time. Of course, I'll be putting my own unique twist on this one.
Stay tuned for concept art!
Hopefully finish this one, haha :-D
chris_solo
04-04-2010, 08:54 AM
yep! very good choice!
SnappedStrings
19-04-2010, 06:05 PM
Okay, okay. Took a little while between updates, been busy with school and such. But enough excuses
Character Description:
Illegitimate son to the famous explorer Dr. David Livingstone, Irving is a famed treasure hunter, known the world over for his discoveries of the "true" Philosopher's Stone and the uncovering of the Spear of Destiny. Skilled with a shotgun and deadly accurate with a pistol, his dueling skills are only outmatched by his razor sharp wit.
So, here's the basic zbrush so far. Still got a lot more work to do on this. The hands got all screwed up when I was playing around with it, so they need redoing. Also, not happy with all the wrinkles on the pants, probably spend some time tooling those around. Lastly, the midsection is completely untouched, going to be adding a belt, gun belt, pistols, shotgun, and rapier.
Critiques are more than welcome! Enjoy
SR_6274
19-04-2010, 08:39 PM
The folds in the pants look good (a little too symetrical), but they look nice. The folds in the boots howerver, make it look like he is wearing cloth boots. Maybe tone them down a little if they are supposed to be leather.
Overall, very nice so far, keep it up.
SnappedStrings
21-04-2010, 10:42 PM
Okay, so here's an update on my character
I added alot more detail in the wrinkles, and played around with the wrinkles in the boots and pants.
SR_6274, thanks for the comments. I tried to rework the boots a little bit to make them seem less cloth-like and more loose leathery. Let me know what you think.
Also, you can see here that he's got weapons/equipment on his back. Right now they're just sort of floating there, but I'll be crafting holsters for them in a short while. The original concept included a rapier as well, but he began to feel a little top heavy, so unfortunately I had to cut it out.
C&C are always welcome!
SnappedStrings
21-04-2010, 10:43 PM
P.S.
Still have to fix the hands lol. Being so lazy
chunkymunky
22-04-2010, 09:13 AM
Apart from the area's you've already mentioned this is looking amazing, great sculpting of the shirt and the head so far, I hope you can get this done on time :)
shadowking
22-04-2010, 08:33 PM
Looking good! its really coming along nicely. A couple of things I can see are the weapons may be a little too small and his feet a bit too big. Im sure you'll get it looking perfect soon enough though.
Cheers.
SR_6274
23-04-2010, 08:05 PM
Looking much better. Wrinkles look more natural now all over, so cudos on that. Hurry and get him finished, I want to see him fully textured and posed now :)
SnappedStrings
25-04-2010, 03:47 PM
Shadowking, thanks for the critique, you were right. I resized the guns and adjusted the size of the boots just a tiny bit.
Okay, so here's the finished zbrush sculpt. I feel it's as good as I can get it in this stage and now I need a little help. This is usually where I get stuck with my zbrush projects. Now's the part where you're supposed to move onto unwrapping, then baking normals. What do you think is the best method to go about this? Should I combine all the subtools into a single mesh, then retopologize to give myself a low-poly model to bake into? Or should I bring the combined mesh into 3ds Max and sort of use the super high poly mesh as a guideline to model a low poly mesh? To be honest, I'm not fond of the second idea, but I'll use whatever works best.
Let me know your guys' strategies on baking!
SnappedStrings
27-04-2010, 02:52 PM
Little help anyone? lol
Getting into crunch time and I need to get moving quickly
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