Looking good so far!
The only thing to me that seems really far off from the concept is the length of his legs. In the concept his legs are about 2/3 of his entire height whereas on your sculpt the legs are less than a half. I think if you fix this it'll look much better.
The legs are a lot longer in the concept. his shoulders are also not as wide. When building a model sheet from reference don't be afraid to lower the opacity of the original image and draw over top of it. Here are a few things I noticed don't match up.
next i think i gonna redo the hair, on the concept its much more prominent than in my
sculpt. also i have to shorten the hands now, that his kneeline is far more high up.
If you are planning to rigged it you should keep the feet in the same angle of the knee or a bit more straight, because it's will be less difficult to make a realistic ankle movement.
However, I think you made a great job and I loved your painting. Maybe, the eyes should be a bit brighter but it's a personal opinion.
Hm, the main charme of the concept lies in the special form of the skull. You replaced that with a more regular skull which looks vastly different. I would rethink that step, as its vital for him looking that way. Aside its looking good, but always try having evenly spaced topology, so the rigs work properly. (aka quads more or less the same size +-50%)
I mean everywhere should be around the same density, mostly apparent at the legs and the arms, where your quads are long rectangles (and the bracers, where they are just a lot bigger).
for more lowpoly assets its ok to have uneven polygons and even triangles in somewhat wierd places if they are needed for form definition.
exemple:
when you move into higher polygon counts you usually want more dense and even distributed topolgy like this:
(just random google search, dont know who made these)
When I struggle with topology I usually do all the important loops first, and then try to fill out the areas in between, instead of starting somewhere and then just build from there.
dude... do yourself a favor and don't pick the most insane concept in the universe
There is so much busy, formless detail and broken anatomy in the concept... My advice to you, as a student, would be to bail on this and instead do a real anatomy study of the lion underneath. It will be infinitely more useful to you as a growing artist.
Don't get me wrong, bonus points for not being afraid to tackle an epic project. But you will learn a lot more from concepts with clean, simple design principles and strong, readable shapes.
damn somehow i see how right you are... as i wanted this to be my last portfolio
project and it seeeeems too takeee foreeeveeer i can still finish it later without
any pressure and do some other sculpt that is way faster for my last piece...
thanks for kinda awaking me i was so focussed at all this portfolio stuff i wouldnt
even realize that i would apparently shoot over my aims...
Replies
tweaked some things that i didnt like and thought would be too different from the concept
and started painting!
The only thing to me that seems really far off from the concept is the length of his legs. In the concept his legs are about 2/3 of his entire height whereas on your sculpt the legs are less than a half. I think if you fix this it'll look much better.
i reworked the proportions again!
next i think i gonna redo the hair, on the concept its much more prominent than in my
sculpt. also i have to shorten the hands now, that his kneeline is far more high up.
now more hair and then painting
started painting!
However, I think you made a great job and I loved your painting. Maybe, the eyes should be a bit brighter but it's a personal opinion.
Great job.:)
now learning 3dcoat and doing my first ever retopo
but im not sure if my topo is so good...
anyone spot something weird?
examples on topology... they also have huge quads and small ones?
are these bad examples?
if they are its not the best thing that they are on polycount wiki itself ?
for more lowpoly assets its ok to have uneven polygons and even triangles in somewhat wierd places if they are needed for form definition.
exemple:
when you move into higher polygon counts you usually want more dense and even distributed topolgy like this:
(just random google search, dont know who made these)
When I struggle with topology I usually do all the important loops first, and then try to fill out the areas in between, instead of starting somewhere and then just build from there.
thanks a lot for the info!
now will work on the textures, materials and still have to add necklace earrings etc
also added transparency map and now will go on to texturing!
crappy hardware 2.0 render ftw :P
next the assets and pose!
i just quickly posed the character so no rigging involved
Turntable:
https://vimeo.com/109972492
I asked allison theus whether i could sculpt one of her critters and got permission
i decided to go for one of the "Fu"s ! Snow Fu!
so i created some huge ref sheet for a lion containing quite some anatomy.
If anyone can use it feel free to download!
--> big ref sheet (7mb) http://i61.tinypic.com/29cs4tz.jpg
and i started with the blockout of the lions proportions, first wanted to get the lion
right and then define allisons fu from it.
the anatomy was a real struggle but constantly getting there i feel
hair is time consuming....
just some full body to go :D
There is so much busy, formless detail and broken anatomy in the concept... My advice to you, as a student, would be to bail on this and instead do a real anatomy study of the lion underneath. It will be infinitely more useful to you as a growing artist.
Don't get me wrong, bonus points for not being afraid to tackle an epic project. But you will learn a lot more from concepts with clean, simple design principles and strong, readable shapes.
something more like this - http://www.artstation.com/artwork/dire-wolf-9352a7c2-ff4f-448b-8f02-eb5e20697c2a
project and it seeeeems too takeee foreeeveeer i can still finish it later without
any pressure and do some other sculpt that is way faster for my last piece...
thanks for kinda awaking me i was so focussed at all this portfolio stuff i wouldnt
even realize that i would apparently shoot over my aims...