Time to start a thread of my progress. I'm a 3D generalist that has for many years failed to specialize, but I want to change that and dedicate all my spare time to more realistic characters now. This will be a sketchbook thread of sorts and I'm looking for help to get me on my way and focus on improving my core character art skills.
Here's some things I've done already. Feel free to crit, however I won't be going back to change, but it would be beneficial if you have any opinions on what could be improved regardless.
This is a bust I'm working on at the moment. I have a real love for sci-fi so I'm considering giving him a helmet or some hard surface element to give the sculpt more character.
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If I had some advice for you for the future, it would definitely be to try and get some skeletal anatomy in there. Especially the skull. It looks like the faces are a collection of muscles, without anything rigid to attach to. I think if you studied some skeletal anatomy it would benefit you greatly.
Is there any problem area your spotting? Thinking about it the cranium in my sculpts may not be large enough, and it's definitely too flat at the top of the Brink inspired guy.
So, adding some hard surface sci-fi elements to this guy. These are quick 3d sketches. I don't think 2 is working. Maybe elements of 1 and 3. I will also add some more detail to his face/head to blend with the suit bust. Any opinions?
Cheers. Yeah the skull and muscle sculpting was a lot easier and quicker than I expected so I recommend giving it a go. Just find some good reference!
Yeah, I considered giving him more pronounced canines if those are what you are referring to. But how strong they are varies a lot between peoples teeth, and a few references I had didn't show them as very strong at all. Mine are very pronounced though. Maybe should have gone for something between the two.
So this is where I am. Just blocked out colours with AO. I want diffuse only and it's to be an iOS spec character. Currently at 1,150 polys. I would really like to try that falloff effect with the material on the Agent Dash character. So if you know a way to get that in Marmoset or UDK please share
I really like the leg sculpt, but are the glutes off a little? I thought the tendon connected to the tibia (or fibula) and didn't wrap the whole way down to the ankle. I was doing a similar project and had some difficulty getting reference on that area too.
Keep up the awesome work! It's inspiring
In UDK there's a material expression called Fresnel in the material editor that you can use to get that glowy falloff effect. You're going to want to fine tune it to get the result you want though.
Yeah it's tricky depending on which reference you're working from. As they are usually artists interpretations a lot of my anatomy reference contradicts itself. But then it also depends on what layers of muscle are on display and what's being emphasized as Ged said. I'm pretty sure the section you mentioned continues down as well as gets inserted. I probably didn't emphasize the insertion enough.
Edited for update.
I've only got on small late suggestion. maybe you could add a bracelet to break up the symmtery.
ugh. I was totally going to give her bracelets but completely forgot. Thanks for the reminder. I might go back to add them sometime...
Lookin forward to your future posts.
I'm lucky enough to have today off work due to a class I'm going to with my baby. I wasn't happy with my previous torso study so I've done this. Debating whether to subdivide and add further detail. Pose it a bit maybe as well...
The infraspinatus and the 2 teres muscles flow in the opposite direction. Look here for reference.
The teres minor runs below the 3, and the major above them.
Looking forward to seeing more.
Thanks RobSamuel!
That's really cool! Those Agent Dash characters are brilliant. Well done. :thumbup:
The Safari animals in your portfolio are awesome as well.
http://www.askaforensicartist.com/forensic-art-tutorials/
This site has helped me out in the past Of particular interest are the articles on eye location and if you want to go really crazy you can check out the tissue depth charts.
(hair is a place holder)
Think I'm going to go with a uniform a bit like this but with a hat:
Tempted to do the full character now....
If I remember correctly I'm pretty sure it's one of the Mudbox style ones from the bottom of this page: http://luckilytip.blogspot.co.uk/2012_05_01_archive.html
Based on the guy below.
Might just tweak some more and add hair.
Finished this bust. Drifted away from the reference a bit. One of my first proper renders in Z brush (still getting to know the software), so not completely sure what I'm doing.
Pretty pleased with this guy. Definitely my best work to date. I might do a polypaint and low poly of him.
Going for a Humphrey Bogart or James Bond look. 1940s/50s.
Arms were too long so sorted that.
Here's some progress (trousers and shoes still very rough).
I've sculpted the shoes, tweaked all the clothing and added some hands I sculpted earlier.
Just need to add some details like buttons on the jacket sleeves and some belt detail.
Where did you learn the color use and texturing from? I am currently trying to teach myself about color theory and moving into some hand painted textures. I love the vibrancy!
Maybe some credit is due to the lighting?
It's just all about "training" your eyes! But I think you're right in that the key to that image was the lighting in Marmoset Toolbag. It's a lot of fun playing with it's lighting presets and messing with them by adding point lights and spot lights.
I think I'm done with the hi-poly.
Any suggestions for improvement much appreciated. I was playing with the length of the arms a lot, so input on if the proportions are off would be great. I'm also considering if his torso/jacket should be wider?
I definitely want to add a cigarette.