um, snip?
I couldn't help myself.
Generally, you don't go about making a character mesh that way.
First, you make a low poly base mesh that you can turbosmooth or whatever in 3ds. This model should cover all of the large details - for example, it should have a mouth, all the armor, etc. This model could probably stand on it's own but it's missing the smaller things that make high poly "next-gen" stuff look good. I think Dee posted a decent tutorial somewhere on doing this with a character model a little while ago.
Anyway, after you have your base mesh, you use Z-brush to sculpt in the smaller details that remain. Cloth texture and folds, scratches, etc. Things that would give the mesh character.
You probably know the rest from there.
Right now, this looks really...meh. You should add more things like armor, fangs, etc. that actually give your character...character...before you add all this muscle detail. You could have saved yourself a lot of time by doing that in 3ds or Maya or whatever probably.
Right now he looks like a mushy blob man with his mouth gaping open like a goldfish. His hips and upper thigh area need to be bulkier, his hands should be more claw like/less like oven mitts and his face could look a lot more menacing. That will make your work on the armor area a lot easier.
Bookmarks