With a slightly more rounded nose, he reminds me of a character that could fit in pretty well with a Wallace and Gromit animation.
Cheers! I'm totally in love with Wallace and Gromit. I wanted to study at UWE but I couldn't get a seat, I was hoping I could meet the W&G creators. I grew up watching Smurfs too, the 2D, original ones are it. Rounded nose - I was planning on it between and the version that will appear on final - higher res - renders will have it. At the moment I'm working with low poly, blocky asset.
Thanks a lot - I think I'm going in the right direction since hardware-wise I'm on the low at the moment (naughty leprechaun ran over my computer). No, I don't use CAT or pre-fabs - all of my rigs are unique (it maybe a simple wizard but not as simple from the perspective of a TD).
It's all done in sculptris and zbrush or you use something more ?
@edit And do you use base meshes or you just making it from scratches ?
Thanks, Sculptris and ZBrush are not standalone tools unfortunately so animate-able ones normally end up in Max or Maya (that's why crispy edges on the knight / wizard: Sculptris, Zbrush, Topogun, Max/Maya - mesh smooth; ultimately you don't want to spend hours and days creating something you're not going to use in its full extent - storytelling, animation. I never use prefab base-meshes simply because it misses the point of creating and there is no base meshes for my work. I've got my own super average human and though it probably sucks compared to the Pixologic one - it's mine, but I rarely use it. Modelling can be a good anatomy exercise if you have the right attitude. I think it's all about anatomy and trying to follow in the nature's ways.