1. #1
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    Default Labourer -WIP

    I thought I would share the character I have been working on I have been putting in the odd hour or so now and then over the last few weeks.
    I wanted to go for a character who wouldn't look out of place working on a building site or in a factory environment. I am still not fully decided on where I will take the character yet as I keep changing my mind about what I want to do with him. Anyway here are a couple of shots it is still very much a work in progress but feel free to throw in any comments or crits they are more than welcome.

    sculptImages_WIP16.jpg

    sculptImages_WIP14.jpg

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    looks good, even though u dont know where u are going with it you are definately getting somewhere, nice!

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    Thanks Zaheer hopefully I will be able to get some more work done on it this week. I want to get it at least to a stage where I am ready to tighten up the details and fix some bits and pieces.
    Anyway thought I would chuck on a closer image of the head as it stands

    sculptImages_WIP17.jpg

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    just a small update done some work on the boots.

    sculptImages_WIP18.jpg

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    looks good, i like the subtle forms! the forearm looks strange though

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    Thanks MoreHun. I Will take a look at the forearm next

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    Another little update I have started working into the low poly version I am probably going to aim for around the 5k - 6k mark with this. It currently stands at 3800

    comments and crits welcome

    sculptImages_WIP19.jpg

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    Just a few viewport grabs from some early normal mapping tests I was doing today. The low poly model is currently at 5600 including the arms

    sculptImages_WIP21.jpg

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    Looks great and nice details!
    But one thing... the topology from the shirt and the pants looks a little bit weird.. the topology itself doesn't look really symmetric, and has some tris here and there..
    but just my 2 cents, keep up the good work
    MY SKETCHBOOK

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    Hi Train22 The topolgy is intentionally not symetric there are no reasons why they have to be even for a game. You wear clothing the folds and wrinkles or the shilouette you have will never be symetrical having this in you model I find helps it be a little more believable.
    It is perfectly fine to have tris in your mesh as long as they are not in areas which may casue problems when animating. It only helps to keep it all quads for sculpting but all I am doing is baking details from my high poly models onto my low poly outside of Zbrush.

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    Another normal map update I had been having issues with the way Maya was displaying the normal maps. It lookes like one of the colour channels was flipped. You can really see this on the body on the previous screen. Anyway that is sorted now by changing the tangent settings on the mesh. There are still some issues which will need fixing by increasing the projection cage next time I bake them out but it is getting there. I am going to go back to the sculpt and rework the jeans a little more as I am not really happy with them.


    sculptImages_WIP23.jpg

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    Looks great to me...

    The leeps corners are going down a bit too much to me.
    Last edited by Sebcesoir; 07-07-08 at 09:47 AM.
    Sébastien Legrain A.K.A Sebcesoir

    http://sebleg.free.fr


    Yeahh!!! Thx pixologic, it's damn cool to have Zbrush caps!

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    Thanks I see what you mean about the lips I will fix that when I go back to add extra details to the sculpt.

    I have been playing around this evening with XNormal and I am prefering the ease of use and the quality of the maps I am getting over my results in max. it is such a great tool.

    I have also done a quick texture test on the head and stuck some possible base colours down for the clothing.

    comments and crits welcome


    sculptImages_WIP26.jpg

    sculptImages_WIP25.jpg

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