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TortureMan WIP

Submitted by MarkMash on

Hey guys,

long time no post.

This guy is inspired by some of feng zhu's drawings. I acutally drew the art for this AGES ago, just now decided to model it. I would be greatful if you could give me some clues if there are any major things that need to be addressed in the mesh. Also about the design and proportions, what do you think? I know the helmet is very limiting to facial animation lol. Was thinking of modelling a face underneath and possibly changing the shape of the eye... hole.

I am going to normal map, but wanted some opinions before I have finalised the low poly mesh. He's currently weighing in at 4672 tri's. I think the hand is a bit heavy with poly's though, it also seems a little wrong propotion wise. What do you think on that?

Was wondering abotu modelling the pipe thing going into his arm, how do you think you would rig that so it looks loose and dangly when animated.

Also, since i'm going to normal map him, do you think it's worth putting in some more detail, coz it seems most normal mapped characters these days seem to be 6k -8k.

Anywhere here he is:

Concept:
http://users.bigpond.net.au/marktavares/torturemanSMALL.jpg

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Any feedback would be very helpful.

EDIT: yeah the hand needs some work still :P

Submitted by LiveWire on Fri, 15/07/05 - 7:27 PM Permalink

hey mark god to see you posting up here. i've been telling you it's a great way to get feed back and improve, it's about time you listened [:)]

yes the hand has way to any polys, particually underneath. the density is much less elsewhere on the model, so unless you're going for a huge polycount overall then take a lot out of that. also if you're normal mapping then you can do that bumps on the hand that way, unless you want them really big in which case you might want to model them in.

likewaise the knees have a bit too much detail compared to other areas.

finally, i would work on the sholders, there is not enough detail there, edges a re clearly visible from the front and more lops will help with the definition and defomation.

keep working on it mate it's looking good.

Posted by MarkMash on

Hey guys,

long time no post.

This guy is inspired by some of feng zhu's drawings. I acutally drew the art for this AGES ago, just now decided to model it. I would be greatful if you could give me some clues if there are any major things that need to be addressed in the mesh. Also about the design and proportions, what do you think? I know the helmet is very limiting to facial animation lol. Was thinking of modelling a face underneath and possibly changing the shape of the eye... hole.

I am going to normal map, but wanted some opinions before I have finalised the low poly mesh. He's currently weighing in at 4672 tri's. I think the hand is a bit heavy with poly's though, it also seems a little wrong propotion wise. What do you think on that?

Was wondering abotu modelling the pipe thing going into his arm, how do you think you would rig that so it looks loose and dangly when animated.

Also, since i'm going to normal map him, do you think it's worth putting in some more detail, coz it seems most normal mapped characters these days seem to be 6k -8k.

Anywhere here he is:

Concept:
http://users.bigpond.net.au/marktavares/torturemanSMALL.jpg

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MarkMash/2005714105125_render10…"]render10.jpg[/url]
74.5 KB

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MarkMash/200571410526_render3.jpg"]render3.jpg[/url]
33.87 KB

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MarkMash/2005714105220_render4.j…"]render4.jpg[/url]
36.17 KB

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MarkMash/2005714105233_render5.j…"]render5.jpg[/url]
52.26 KB

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MarkMash/2005714105250_render6.j…"]render6.jpg[/url]
29.62 KB

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MarkMash/2005714105313_render7.j…"]render7.jpg[/url]
33.85 KB

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MarkMash/2005714105343_render8.j…"]render8.jpg[/url]
53.3 KB

[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/MarkMash/2005714105356_render9.j…"]render9.jpg[/url]
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Any feedback would be very helpful.

EDIT: yeah the hand needs some work still :P


Submitted by LiveWire on Fri, 15/07/05 - 7:27 PM Permalink

hey mark god to see you posting up here. i've been telling you it's a great way to get feed back and improve, it's about time you listened [:)]

yes the hand has way to any polys, particually underneath. the density is much less elsewhere on the model, so unless you're going for a huge polycount overall then take a lot out of that. also if you're normal mapping then you can do that bumps on the hand that way, unless you want them really big in which case you might want to model them in.

likewaise the knees have a bit too much detail compared to other areas.

finally, i would work on the sholders, there is not enough detail there, edges a re clearly visible from the front and more lops will help with the definition and defomation.

keep working on it mate it's looking good.