Hey guys, i started this character yesterday, he is a generic Demon but I'm hoping to get this one finished and game ready. I'm looking for Critique so please help, cheers .
Model looks pretty nice but he seems kinda tall. Generally, people suggest that the length of the body should be around 7-7.5 heads long.
Here are the general landmarks you should keep in mind
1st head- Nipple line
2nd head- Bellybutton
3rd head- Just above the pubic symphysis
4th head- above the knee
and so on
If it were mine, I would play around with his posture with transpose tool. Hes a demon so try not to give him standard tpose feel. I'm not sure what sort of anatomy your going for.. I'm assuming you want a demons head on a buff male body? for one compare his butt to male models.. right now its a bit lumpy. also the way the mouth is pushed together liek that and the teeth are bunched you are channeling this:
Thanks a lot guys should help a lot (will put an update soon)
I was just wondering what symmetrical pose would be best for this type of character, any ideas?
Cheers
A bit of a bump but some progress had been made, Just got the low poly done and baked the normal, pretty happy with the outcome just need to do some tweaking on the hands.
Let me know what you think cheers
I think you model is looking good so far, the problem is it is not consistent. In some areas you have very sharp clean details and then some other areas it kind of seem muddy. I think you should get all of you details to look as sharp as the abdomen. So when you bake your details are nice and sharp, not all muddy like the legs. Overall its a good start.
Cheers for that man I was thinking though, legs aren't always defined as well as the torso so i didn't concentrate on them as much, but I'll see what i can do in the diffuse to sharpen the rest up a bit more. Has anyone got any ideas of what colors the skin should be? Red just seems to common/generic... Cheers
Whats incorrect specifically about the torso? Might be able to learn something...
this is a bodybuilder and it is stance where he is tense all the time, to show off muscles
is your character a bodybuilder in pose? i guess not
more specifically you want to look at your deltoids, they do not behave like that, also pectoralis major looks off, and your trapezius is probably too developed for that body
and there are tons of incorrect things, that im too lazy to point for you
Lol, I didn't realize that there were 'norms' for a demon.
I will actually disagree and say that from a sculptural point of view, the torso is one of the stronger regions of this model. The forms read well in the sculpt, and subsequently bake down nicely as you can tell.
For the limbs, I would say that looking forward towards your next project, focus on keeping a nice consistency of level of detail and craftsmanship across the whole model. Also, when sculpting anatomy, try to build up the forms, rather than carve them out. In most areas of the body things are layered on top of one another to create a form. There are few true cavities. So I am of the opinion that it is easier to get a good result, if you emulate that truth in your sculpting technique. For instance, in that first render of your sculpt, you have carved out the back of the knee. As a result, it doesn't look natural.
Just some thoughts for the future. Keep up the work, dude!
True, but you could at least do him the kindness of explaining what you mean by "pectoralis major looks off." How does it look 'off?'
"deltoids do not behave like that." How are they behaving in his sculpt vs. how they behave in real life? Come on, man. Don't be a douche. lol. If you're gonna discourage somebody from even trying something (I see you've edited you original comment, heh) then the least you can do is provide some constructive feedback.
If I may, Luke_Starkie, I believe what SuperFranky is referring to with his deltoid comment is that in your sculpt the deltoid appears to be influenced by the underlying bicep resulting in a concave angle of the transition from the shoulder to the bicep, which is not the case as shown in that bodybuilder ref.
Ah right yeah, Makes a lot more sense , cheers Although it would seem pretty pointless going back on this model now, might as well get it finished then learn for my next.
Replies
Here are the general landmarks you should keep in mind
1st head- Nipple line
2nd head- Bellybutton
3rd head- Just above the pubic symphysis
4th head- above the knee
and so on
I was just wondering what symmetrical pose would be best for this type of character, any ideas?
Cheers
Just been playing about with the face, although i have taken both of your advice and changed my model accordingly.
Let me know what you think cheers
Edit: Yeah, i wasn't focusing on creating to realism but i see what you mean.
this is a bodybuilder and it is stance where he is tense all the time, to show off muscles
is your character a bodybuilder in pose? i guess not
more specifically you want to look at your deltoids, they do not behave like that, also pectoralis major looks off, and your trapezius is probably too developed for that body
and there are tons of incorrect things, that im too lazy to point for you
I will actually disagree and say that from a sculptural point of view, the torso is one of the stronger regions of this model. The forms read well in the sculpt, and subsequently bake down nicely as you can tell.
For the limbs, I would say that looking forward towards your next project, focus on keeping a nice consistency of level of detail and craftsmanship across the whole model. Also, when sculpting anatomy, try to build up the forms, rather than carve them out. In most areas of the body things are layered on top of one another to create a form. There are few true cavities. So I am of the opinion that it is easier to get a good result, if you emulate that truth in your sculpting technique. For instance, in that first render of your sculpt, you have carved out the back of the knee. As a result, it doesn't look natural.
Just some thoughts for the future. Keep up the work, dude!
and to be fair demons/creatures are fiction, who knows how close it could be to human anatomy... But I'll take it as a learning curve anyway
True, but you could at least do him the kindness of explaining what you mean by "pectoralis major looks off." How does it look 'off?'
"deltoids do not behave like that." How are they behaving in his sculpt vs. how they behave in real life? Come on, man. Don't be a douche. lol. If you're gonna discourage somebody from even trying something (I see you've edited you original comment, heh) then the least you can do is provide some constructive feedback.
If I may, Luke_Starkie, I believe what SuperFranky is referring to with his deltoid comment is that in your sculpt the deltoid appears to be influenced by the underlying bicep resulting in a concave angle of the transition from the shoulder to the bicep, which is not the case as shown in that bodybuilder ref.