Hello, thank you everyone for the kind feed back. Heres the final update for the max base mesh. I changed some of the shapes and took cherub_rock advise about the skulls. Everything now can be cleanly sud-divided and easily sculpted in zbrush.
EvilSmiley_Thank you
daveripley_Thank you
Porkpie Samurai_Thank you. Good Q:
benhobden_ Thank you. Actually it really hasn’t taken all that long Iv just been doing it on my spare time. I have recently started using a new production technique that allows me to develop much faster than before. I use to focus on creating a perfect clean mesh from the start but got slowed down artistically by all the technical demands. So what I do now is create a very rough geo form of the model all while focusing on art side. Even though the rough model has terrible topology it can be easily be clean up in max and used for animation or cleanly sud-dived for zbrush detailing.
ecir_Thank you. Ill see if I can change up some of the forms.
cherub_rock_ Great advise on the the skulls. Eliminated 6 of them suckers and am very happy that I did, It was starting to look a bit too gimmicky. As for using zbrush I will give this model the full treatment. The body was created in zbrush but was never finalized. I created a quick anatomical form first to hold the armor. Once the armor is completed Ill take everything back into Zbrush for all wrinkles, scars, exaggeration, damage and so forth.Thank you
Nattawat_OBBI_Thank you
Keeper_Thank you
julien n_ Thank you. It is no secret that I have drawn a great deal of inspiration from the very talented people at Epic.

Attachments


