Tuesday, October 22, 2013

Red Skull - Face & Tweaks

Since my last update there's been a small holiday combined into a lot of work spent on my Houdini project and documentation; something I might upload in the near future but for now that stays under the radar. It's far from finished and it looks like nothing yet. This is one of those things that either looks awesome or doesn't look like something at all.

Overal feel of the character so far.

I finished the lower arms and interior of the upper arms together with some reworked on small details in the abdomen area. If I have time left after doing the final pass over the body and rework the details in that I will spend more time on the pants. Right now they just don't feel like actual floppy, puffy pants to me. Can't put my finger on it entirely. Perhaps the issue is fixed once I push the folds inside the boots.

Arms.

The wrists still look a little thin to me. They're lacking volume and some muscle definition. I'll add that once I'm happy with the face and head. Also, please notice I am not trying to go for hyper realism; something I showed in my first post about this character. It was done very well by 3D Total and I'm trying to move away from that.

Face front and side.

This is my progress for just today. I downloaded a regular skull from some website but found it to be anatomically inaccurate so I ended up using the 'averageman' skull from Zbrush. I was planning on using it anyways but I felt there were some inconsitencies about it. The eye holes seemed out of proportion compared to the zygomatic and the chin. Regardless, I used it as a placeholder to shape up my body mesh and continue sculpting from there. So far I've been able to add detail using only the subdivision levels I already instigated for the mesh body. Tomorrow I'll give it it's own layer and continue adding more details.

Head without flow into the body.

Will fix the flow of the skull and it's muscle-ly texture tomorrow. Will sleep first and look at it with fresh eyes.

Kind regards,
Pim

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