Starting this a bit late, but really excited for this challenge. For my champion, Boris -- the unlikely hero, I want to do a giant\ogre hybrid with a bit of stylization with regards to the proportions and expression, but still realistic with the forms and surface detail. Got started sketching in Zbrush over the weekend and will post when I have a more solid direction, for now, uploading the inspiration and ref sheet.

Not sure how heavy I'll be going with clothing, but my biggest focus is the face and body, making everything feel soft and organic, a lot like Andre The Giant (maybe a bit leaner). Going to be a nice change of pace from the anatomy projects I've been doing the last few months. Should be fun, awesome entries so far, good luck to all.. will have more soon.

Cheers,
Idan

Spent some more time getting the right primary shapes in, since the character is going to be pretty bare, I want it to feel realistically stylized. I want everything to be very organic, so for the time being its super smooth, but of course I'll be breaking down the larger shapes with the secondary and tertiary forms. The body is rough, as I spent a bit more time punching in the 'puzzled' neutral expression I want Boris to have, still much to work on, but hopefully you like it, and as far as silhouette and proportions go, it probably won't be altered too much from this.

Cheers!

11 days later

Hey ItzFX,

Your first post is looking good, I like the forms you have. Will you continue to update? I hope you do, look forward to you next post.

Update time, apologies for the lack of them, been a hectic few days...

So after establishing the primary forms (posted above) it was a good starting point for me to work on a clean basemesh, moving away from dynamesh. I used Zremesher on the body, which gave me a bit of a dense wireframe, but the topology is clean and the polys are pretty evenly split which will do well when subdividing and working on surface details. I manually retopologized the head and neck to have more control over loops (making it animation friendly). And finished the base with uvs in UV Layout. Once again, the body has proportional UV ratio so tiling is easy, and the head I dedicated more uv space to as I plan to focus on it more.

After completing the base I began working on some secondary forms and this is what I currently have. Going to do more sculpting, but for now I want to try to get started on some basic clothes for the guy. No MD for me yet, so expect some good old traditional fold and wrinkle sculpting based on reference.

Really hope I have enough time for this, cheers and thanks for looking!