That's a mean lookin mug. Space marine?
No not a space marine
I am not sure exactly where I am going with him yet..
I was just thinking "Soldier" as I made him.
He is supposed to be in his late 30's.
This guy has been through a lot, war has consumed him. He is bitter for what he has become, and he is slowly losing who he used to be. After the loss of several comrades he chooses to keep to himself, it's easier that way. There seems to be no end to war... Will it ever stop?
This is great
Small Update. Going to do pores sometime this weekend. Then start texturing!
Great Hydraulisk sculpt, the latest head sculpt looks very good !
Very nice sculpting! He already has a lot of character.
I`m looking forward to seeing the next update.
Dman3d: Thank you!
Rcgpol: Kratos is a badass so thanks!
Etcher: Thank you for your compliments =)
Moni-Poroni: Thank you, I am glad his character shows. Comments like this make me want to work even more!
Thanks for the inspiration everyone =)
I didn't have time over the weekend to get much done. But I did a quick pore test today. Still needs to be refined but it's shaping up.
Please check out my website at
work flow question for u
Love the head sculpt dude!!! So I have a high poly model of a beer cooler and it has 3 parts. I have a low poly model of it made in Maya and it is UVd. I want to bring my high poly into zbrush and add a noise texture to its surface as well as poly paint it. This leads me up to my question of how do i get the high poly information to the low poly model. I'm big time confused. I would appreciate your time cause u really do great work and I would love to understand the process u take.
Hi good start. I would say the ears look some what unfinished, also the cheekbone should perhaps be less flat and more pronounced. You should maybe emphasize the temporal a bit more to give the head more shape and maybe tweak the forehead so the brow is more prominent and doesnt just so straight into the cranium.
Hopefully that helps. Cheers
thanks for the comments guys..
the_thrill22: So basically heres what you need to do... Download a program called XNormal. You can use these program to project your high poly model with poly paint onto your low poly uv's. You can find tutorials of how to use it online.
Basically make sure your low and high are in the same 3d coordinates. After you poly paint your high, export the model with the poly paint tab still highlighted. This will export your mesh with vertex coloring. (Export the highest subdivision)
Use that export as your high in XNormal, uncheck ignore vertex color. Then use your low poly with UV's in the low poly mesh slot in XNormal. The tutorial will go over it more.
I am guessing your three pieces are touching, like the lid and the bottom half? In this case it might work best if you project each piece seperately in Xnormal, and then combine everything in photoshop.
I hope that makes sense. Let me know if anything is unclear.
Goobatastic: Thank you for your critique I appreciate it, I will go back and mess with those proportions a bit. You're right I haven't really touched the ears yet, just basic shape. When you say tweak the forehead are you saying it should be more flat on the front of the forehead instead of curving back really smooth.
Also when you say to emphasize the temporal do you think I should bring it in more on the front or out on the back? or both?
This is my first true head anatomy study so I'm glad to get some real feedback.
Thanks for the critiques everyone =)
The malar bone needs to be empahsize so the temporal area will be more depressed in if that makes sense.