Friday, 30 May 2014

 ok been a week or 2 since last update, went on a short holiday then got sick, anyway her's whats been done since the last update.
the clothing has folds painted into it. the reason why is that i'm going to use the polypaint and convert it to a texture map with uv master, make it an alpha and use inflate balloon in the deformation tool pallete to create the bases for the folds to clean up and edit.
 i've also got most of the mechanical arm essentially done and in place, i might be missing 1 piece of detail on the arm.
i'm still working on ideas/ plans on how to model/ sculpt the arm to animate the hookshot appendage coming from it. also how I'm going to create/ sculpt the piping, inorganic muscle fiber looking stuff underneath the arm.
also worked on the face a little more, still gotta work on the brow and forhead a little more, maybe the cheeks as well as make the eyes a little smaller/thinner.

Sunday, 18 May 2014


heya been a few days since last update.

a guy who goes by uberren on the polycount forum version of the blog stated that there was anatomy issues, whilst he couldn't describe everything he did say the forms were too sharp. so i looked at some anatomy photos and began softening and improving the forms of the face and body. I'm still working on the face, palm of the hand, feet area and the back a little.




Tuesday, 13 May 2014



so got started on the sculpt a couple of days ago, I'm trying to go for realism and getting the anatomy as good as can, I'm aiming for a sculpt good enough to both retop and use as a next gen game character and something i could use for illustrative purposes.

i still haven't worked out exactly how i'm going to get the hookshot to convincingly come out the arm yet, same with how to tackle his spiky hair.

also worked on the face more, it doesn't look quite right to be from a more 3/4 view still so i'm still working on that


Tuesday, 6 May 2014

Been a few days since I've updated, been working on this final concept  during it. i'm still not happy with the (normal) hand, it still doesn't look quite right to me after spending ages trying to fix it( i suppose it's batter than before but I'm still not completely satisfied). anyway until i can figure out that detail I'm considering this done for now.
now I'm going to model him and work on other aspects and character's of the project now he's been finalized.

 
i also tried shortening his legs a little, so he's roughly 8 heads in this one whilst i think he nears 8.5 heads in the other. i did this to make him a closer to the "idealistic(loomis)" proportions and make it easier to model with the proportions being easier to manage at exact head heights.

Thursday, 1 May 2014



tried some of the schemes i liked with the final concept to maybe give me an idea of what looked best.