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Reply Quote UserGallery ThreadGallery Post#1 |
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Senior Member
Join Date: Jul 2005
Location: Illinois
Posts: 269
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I used to be hooked on this game when I was little, and I still love to play it.
(ramble) Zangief is one of my favorite characters to use, because it's more of a challenge. Once I figured out how to do "tic throws", 2 in one his basic attacks in to his special throws, it got a lot more fun. If the opponent takes a hit or blocks an attack, they pretty much have to eat a Pile Driver or Atomic Suplex . It's Kind of cheap but pretty satisfying to pull off.(ramble/) Anyways............I figured I'd model him for fun. These are some orthos I did real quick in Photoshop. Last edited by GabeM : 09-18-07 at 10:21 AM. |
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Reply Quote UserGallery ThreadGallery Post#2 |
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Senior Member
Join Date: Jul 2005
Location: Illinois
Posts: 269
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A quick sculpt I did as a warm up.
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Reply Quote UserGallery ThreadGallery Post#3 |
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Senior Member
Join Date: Oct 2005
Location: Delaware
Age: 24
Posts: 1,794
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He needs to be a lot more muscular, like at least as much as those guys on muscle magazines probably more. Zangief was huge! Unless those orthos aren't your model. Can't see the images in the first post.
__________________
2008-2009 WIP thread: Herbert West, Blanka and woman model Warky and Sherman's Grand Adventure Unemployed overfed starving artist. |
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Reply Quote UserGallery ThreadGallery Post#4 |
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Senior Member
Join Date: Jul 2005
Location: Illinois
Posts: 269
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The torso is just a practice / warm-up model. It's not meant to be Zangief.
You are right, but I'm going to use those silhouettes for now. I'll adjust the proportions as I go along, but for now I'll stick with the concept. Last edited by GabeM : 09-13-07 at 07:03 PM. |
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Reply Quote UserGallery ThreadGallery Post#5 |
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Senior Member
Join Date: Jul 2005
Location: Illinois
Posts: 269
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Blocking in the major forms a little bit.
I'm thinking of using this level to make an animation mesh, then do the rest of the Zbrush work on that. |
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Reply Quote UserGallery ThreadGallery Post#6 |
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Member
Join Date: May 2007
Posts: 69
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wow,nice model man,really like it,and those muscles,.....
can't wait to see updates!!!! |
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Reply Quote UserGallery ThreadGallery Post#7 |
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Senior Member
Join Date: Oct 2005
Location: Pennsylvania
Posts: 449
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That guy needs REALLY BIG BOXERS! XXXXXXXXXXXXXXXXXXXXXL
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Reply Quote UserGallery ThreadGallery Post#8 |
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Senior Member
Join Date: Jul 2005
Location: Illinois
Posts: 269
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Started making the animation mesh.
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Reply Quote UserGallery ThreadGallery Post#9 |
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Senior Member
Join Date: Mar 2006
Location: Waterloo, Ontario. Canada
Age: 37
Posts: 409
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I like your topology, very nicely done.
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Reply Quote UserGallery ThreadGallery Post#10 |
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Member
Join Date: Feb 2007
Posts: 69
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One star? Come on now, seriously???
I like the topology of this model very much(downloaded picture for use as reference) and I look forward to future updates. Zangeif was always one of my favorite characters in that game. -cheers |
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Reply Quote UserGallery ThreadGallery Post#11 |
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Senior Member
Join Date: Jul 2005
Location: Illinois
Posts: 269
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Thanks, glad you like it so far.
Guess I'll point out some things I like to keep in mind while working on topology. 1 = Make it so you can see the muscles and bone structure defined in the wire frame. Try and get the wire to flow with the muscle fibers. 2 = Don't add too many or too little polygons. Get the shape you need with the least amount of polygons. How many polygons I use for different shapes depends on what the connections dictate. A certain muscle needs an edge loop to look a little better, which in turn adds extra geometry to other parts of the body, like a ripple effect. Just go with it, and try to keep it simple. Whenever possible, collapse some verts in to a quad to get rid of redundant geometry. Stay in all quads 3 = I like to make a quick sculpt in Zbrush first, spend maybe an hour or so. Then in 3dmax, use the Polyboost topology tools to make a nice mesh. The regular magnetic snap tool works too, just not as quick. I'd rather do this than box modeling, because for me it works faster and is less confusing. 4 = I make the different shapes depending on how the mesh is already flowing. Sometimes I'll make an outline around a muscle then fill it in. Other times I'll just spread out from existing shapes while creating edges that flow with the outline of the surface I'm working on. 5 = Don't fall in love with anything, if it doesn't look right, just delete the area and start over. 6 = Work with edge loops that are good for deformation. 7 = Keep the wireframe as evenly spaced as possible, don't have faces stretching too much. Last edited by GabeM : 09-22-07 at 01:01 AM. |
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Reply Quote UserGallery ThreadGallery Post#12 |
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Member
Join Date: May 2005
Location: Philadelphia
Posts: 94
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Looks good so far. Topology looks very good. The full body photo does look a bit TOO muscular for anyone who want to be able to move though. Not even Zangief was that big. I look forward to seeing where this goes though.
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Reply Quote UserGallery ThreadGallery Post#13 |
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Senior Member
Join Date: Jul 2005
Location: Illinois
Posts: 269
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Here are some reffs for a better comparison as I go, sorry for the heavy compression.
I wasn't really looking at these before, but I'll try and follow them better now. |
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Reply Quote UserGallery ThreadGallery Post#14 |
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Senior Member
Join Date: Jul 2005
Location: Illinois
Posts: 269
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Made a sketch of his head, to get a better feel for what to do when I sculpt it.
The last head didn't look anything like him, so I'm going to remake it. |
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Reply Quote UserGallery ThreadGallery Post#15 |
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Senior Member
Join Date: Oct 2006
Posts: 170
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Cool, I use to be hooked on that game as well. The body is shaping up well, keep it up.
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