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SF-Gilgamesh - Final Sculpt

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Description

Well, it's done. It stands at some 11Mil polys optimized to 2Mil to ensure all the fine details are intact. CC are much appreciated.

I'm currently experimenting with several ways to pose it without disrupting the mesh/details too much. ZSpheres seem to be the least damaging at the moment, but for some reason the adaptive skin would either retain the high res details with no posing OR pose with no details whatsoever. I'll work around it hopefully.

EDIT: Added a human silhouette for size comparison. Gil is a 60ft. robot clad in synthetic muscle.

EDIT2: I've managed to pose it! Mecha-style High-five [link]
I've found a glaring error in pixologic's wiki on zsphere posing, which is probably why so many people were as confused about it as I was. I found out the error by -get this- making synthesis out of five different zsphere video tutorials, all of which neglect emphasizing small but important details while barely grazing the clues. I'll probably make a tutorial about if soon if there's any demand.
Image size
1403x1200px 1.12 MB
© 2011 - 2024 mus0u
Comments26
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KreepingSpawn's avatar
:star::star::star::star-half::star-empty: Overall
:star::star::star::star-half::star-empty: Vision
:star::star::star::star-empty::star-empty: Originality
:star::star::star::star::star-half: Technique
:star::star::star::star::star-empty: Impact

At first pass, very solid. Well formed, , great detailing. I particularly like the 'honeycomb' texture over the biceps brachii, external abdonimal, and areas of the thighs, and the plating up the spine. I also like the 'engraved' filligree-type designs on parts of the helmets, but I wish you had carried these over into other parts of the armor.

On to the critical part:
You went with a sleek, unassuming human form - no extras, no wings or spikes or big boots or anything else that we've come to almost expect from giant robots. So I'm really curious why you chose to even give it horns. They don't seem necessary, unless you want some visual queue as to its alignment [horns say 'evil'].

The Chest: All the lines of the plating on the chest converge on this circular center piece. But what's there? Something unremarkable and ambiguous. If you're going to draw our attention to this spot on the armor, give us something more impactful - a sigil, a brand, maybe a flame, or even an 'empty' hole.

Lighting: The lighting you've presented is well done, and very dramatic, but the purpose of this view is to show us the model and I think the lighting distracts from that. I would use a single color of light [white] and save this dramatic combo for a posed view later on.

Camera: 3/4 front, 3/4 rear I would like to see ventral, lateral and dorsal 'elevation' views as well, even in wireframe.

Render: Light and shadow look great, but all around the edges of the ficure is a jagged pixelated edge. This is distracting and not very professional, but I think it will be realatively easy to clean up.

Over all I think you're almost there! Just take a little more time to polish this up and really square it away.

<img src="e.deviantart.net/emoticons/s/s…" width="15" height="15" alt=":)" title=":) (Smile)"/>