You guys are smashing it out of the park! I haven't got started just yet as I'm working on the noob challenge for October instead. If I have time I may give it a shot !
Wow, you guys are pretty fast! I am very glad to finally participate in this amazing challenge.
@juancaratino, amazing progress although I think his torso might be a bit too big compared to his waist. @apollo580, it might be a good idea to step down a few subdivision levels and get the main forms right before adding smaller details. @Ape_Errata, you pretty much nailed the proportions although his feet are a tad too long.
I will be aiming for a more realistic version but for now this will do.
@Turista
Love the muscle definition, its completely the same as its on the concept art!
I would maybe downscale those hand armor pieces, they seem too big and too thick.
Maybe add few more wraps on his arms or dont add more of them rather just make ones you have wider.
Take another look at his toes - feet on the ground, I think even if youre going for cat like feet that part of the foot thats on the ground is too long.
(Heres a pic of what I mean - )
@from2moon
Nice job, good start, but work on his face a bit more, I think its a bit too thin. His face expression seems like he is sucking a candy inside his mouth and he is actually angry.
Havent had much time today and yesterday, this is where im at. Im going to add wraps on his legs now and thats where I will call it a day. I need some advice for doing his skirt, I dont want to go to 3ds max and model a low poly base mesh, I want to do it in Zbrush, but how? I dont want to start with cylinder. Advice me please and critique me please!
thanx for the feedback and the nice comment about the muscles :"> , I think the feet look longer then they really are but i did tone it down a notch. and im actually going to add a few more "in between" wraps.
also ill be sculpting live if you guys want to join me.
First all if you speak spanish don't 'be afraid / shame to use that beautiful language, the third most popular in the world. I know here are much latin/spanish people
Second? here is my update, some smooth on the muscles nothing more
____________________________________________________________________
Primero que nada , si hablan castellano no tengan miedo o verguanza de escribir en esta preciosa lengua, la tercera mas utilizada en el mundo. Se que aca hay varios latinos y espa
Yeah, I didn't finish last month...
Honestly I think that character was a little out of my scope, but this one looks great! I didn't want to jump in and start showing too early, but here is some work I've done this far.
Turista - All in all not bad. I'm liking the progress you're making on him so far. Some of your major forms are messing with me though.Your deltoid needs to really be pushed out some. The transition of bicep, deltoid, and tricep should be addressed as well. I also don't think that is supposed to be his belly button below his first abdominal set. Most of your back muscles look to be going the wrong direction. He needs a bit of thickness to his mid-section as well. The changes to the wraps are in the right direction but you need to fill in all the gaps. I like the changes to the nose, but the mouth still feels a bit flat to me. The ear shape appears way off concept. His ears are folding over themselves on the top. His jaw is basically gone as you near his sternocleidomastoid. Still, a lot of critique, but it is going in the right direction. Keep it up.
Hey thanks for taking the time to do this I will get on those changes asap. About the belly button I either have it in the right place as far as the concept goes or he doesn't have one lol. And yeah I see what you mean about the ears, no fold on mine. Anyways I'll probably start off with fixing the ears and the back and go from there. Thanx again!
@juancaratino :It remind me of warhammer figurine in this render ^^ @turista :So it was feather after all...
It's funny to see how different they end up
Day 4, low poly (4570 tri)and bake ao et normal: @juancaratino :It remind me of warhammer figurine in this render ^^ @turista :So it was feather after all...
It's funny to see how different they end up
excellente RETOPO, how dou you realize? by hand in 3dcoat, maya, topo, etc? or with help of something like zremesher , y dont think this is zremesher at all
The cape is Zremesher, Since it's not too complicated, it work pretty well. The staff is Zshphere, it could be optimised a bit, but I thought it was good enough. The body was retopo in 3D coat.
Hello, i see a lot of great work here and some almost finished great job and keep it up.
i'm gonna get straight to the point. I have no drawing skills nor any anatomy knowledge. I never done character before and first time i'm using a Zbrush for same.
I decided to join the polycount character challenge for practice and i spent a huge amount of hours on this (about 15h +) just to get base mesh for the character. I would really appreciate all the comments, critiques and paintovers just to make this thing better and fell free to be BRUTALLY honest.
Thanks a lot in forward.
P.S. Sorry for my bad English.
@tigerheart it's so good O.o, I was thinking how to make my retopo work fine, so I will make you my reference for this...
@Deoce You are going well, but with some anatomy study it will refine your skills to make it faster
@juancaratino Loved it *_*, principally the gloves....only thing that I just think is a little too much that all the details are too strong, makes it feels a little like it is made in a rock for me.
@Sunn He is hump and the face is a little big too, make it look like that your model is an elder kitty...
I'm just working at night or just 2/ 3h per day in the challenge this month... but the body is good for me now (just realized that I forgot the tail X.x), what do you think?
@Fefs, MrCreator, Sunn:
Double check the head size relative to how long this guy's neck is. All three of you have the correct scale for general human proportions; one head length down = nipple-ish area, but this guy has a looong neck underneath all that muscle. One head length down is about the top to mid-way down the pectoral depending on how you read it.
@tigerheart:
Liking how that bake turned out, he's looking good. There's some seaming going on with the hand and trapezoids, though.
Similar to the above critique, I'd double check your head size. You've got the right length of the neck I think, but his head is a bit too large. It looks like you naturally shortened his pectorals to compensate for the long neck while still fitting the rule of thumb I mentioned above. It gives him a more toony look, which may or may not be what you wanted depending on how close you're aiming to match the concept.
Something else about the torso, just to point it out to people. I think this was mentioned already, but the concept has the belly button in between the 4 visible abdominals. It's up to each individual if they interpret that as this figure only having 4 abdominals, or if they put 6 and change where the belly button is, or decide the belt is blocking the bottom two and move the belly button, or..
Point is; recognize the anatomy and make a conscious decision, be careful about strictly following a concept to learn anatomy.
And now after critiquing anatomy, to impress no one with my vague unfinished anatomy...
Blocking out scale and sculpting the face to hone in on how to style this guy to suit the concept. Still need to work with the hand size and leg length I think.
Fefs : The forearm looks a bit long to me, and the trapezius too short.
I'm happy to join the monthly character noob challenge, i will do my best to improve myself, and contribute to this thread. I'm blocking the shapes by now.
Hey guys. Finally found some time to get started on this dude. Some great looking stuff already posted. I've not got much done just blocked out his body and a few of his clothing items (hair is just a placeholder for now, but I just thought I'd share todays progress. Cheers!
Glad to see good progress guys. Though an error I'm seeing a lot of you making is the placement of the belly button. In the concept its hard to tell if that dark spot is just shadow or the belly button. Anyway, its in the wrong place. It should lie above the last abdominal muscle
Just remember, you can't rely on the concept 100% because there's always going to be a few issues with it. Real life reference is your friend
Here's my contribution, unfortunately its just a sculpt haven't got the time at the moment for the whole shibang with work. Good Luck everyone else though.
so i saw this a bit late, some really great stuff already looking forward to see how these turn out. iv been working on this for 2 day really struggling with the arms and hands.. but im sure with a bit of reference and time i will sort something out..
any crit greatly appreciated.. and please keep the updates up its great to see everyones work!
Perhaps it looks like I went backwards, but... I fixed some proportion issues, and did some fine tuning the base and I plan on re-doing the garments and details, they weren't done well.
@Sunn I like it overall, Your Character leaning forwards, he looks like a Thinker.
I can't tell really why but I think the stomach-area belly just on the side looks a little off, I don't like the crunch in.
On the lower arm I think the Flexor Carpi Radialis and Brachioradialis look reasonable good but the Palmaris Longus and Flexor Carpi Ulnaris are too weak pronounced on the area just on arm before the Flexor Retinaculum starts.
@Sunn just to add to what hans said.. i think you have an extra ankle in there :P
you can either sculpt it like a human foot or a cats foot but it looks like you might have tried both? it just looks a bit funny to me.. maybe thats what you meant to do if so sorry to nit pick. if you have a look at this guy it might give you an idea of what would look more natural
so something like that but with longer toes?
personally i would get rid of that bulge at the base of the foot and move the bony protrusion up.
hey guys a bit late to the game but im going to give it a shot. been blocking this guy out for the last 3 days.. strugaling with the arms and hands.. would appreciate any crit or suggestions
@Turista have another look at those pectorals, they should blend into the deltoids with your biceps kind of tucked in underneath. have a look at this guy
@Sunn it looks like you might have added an extra joint in your foot. maybe bring that little bony protrusion up a little and take out the second bulge.
Day 8, Rig is complete, need to polish the skin and texture a bit, then onto the ground and the spell...
(this is a quick render in max just to see if the pose work, don't mind the camera angle and the culling problem)
@Sunn just to add to what hans said.. i think you have an extra ankle in there :P
you can either sculpt it like a human foot or a cats foot but it looks like you might have tried both? it just looks a bit funny to me.. maybe thats what you meant to do if so sorry to nit pick. if you have a look at this guy it might give you an idea of what would look more natural
so something like that but with longer toes?
personally i would get rid of that bulge at the base of the foot and move the bony protrusion up.
Day 9, i wonder if i am gonna try a run cycles...
and i misread the polycount last time. Character and staff make 9052 tri, the total is 15860 with the skull and the ground.
@sunn, I'd straighten him up a bit. @derf, good luck, I like your anatomy so far. @fefs your model is pretty good.
To do: Stuff I missed as straps around his knucklebusterthingie, feathers, some geometry. Gonna get on the hair cards next too.
Landed on 4670 tris with his staff, was aiming lower but meuh :poly136:
@Fefs
His head is looking a bit "squashed" atm imo! I would beef up the hanging waist cloth-thingie too, it's a bit slim.
Replies
@juancaratino, amazing progress although I think his torso might be a bit too big compared to his waist.
@apollo580, it might be a good idea to step down a few subdivision levels and get the main forms right before adding smaller details.
@Ape_Errata, you pretty much nailed the proportions although his feet are a tad too long.
I will be aiming for a more realistic version but for now this will do.
test! for my IMG
Sorry for my post I cannot write English well
;a;
But I'ill Start this project !
cheers!
@apllana
i like the way youre going about the hair and beard so far
@holly mellor
hurry up and start this one!
Love the muscle definition, its completely the same as its on the concept art!
I would maybe downscale those hand armor pieces, they seem too big and too thick.
Maybe add few more wraps on his arms or dont add more of them rather just make ones you have wider.
Take another look at his toes - feet on the ground, I think even if youre going for cat like feet that part of the foot thats on the ground is too long.
(Heres a pic of what I mean - )
@from2moon
Nice job, good start, but work on his face a bit more, I think its a bit too thin. His face expression seems like he is sucking a candy inside his mouth and he is actually angry.
Havent had much time today and yesterday, this is where im at. Im going to add wraps on his legs now and thats where I will call it a day. I need some advice for doing his skirt, I dont want to go to 3ds max and model a low poly base mesh, I want to do it in Zbrush, but how? I dont want to start with cylinder. Advice me please and critique me please!
also ill be sculpting live if you guys want to join me.
https://plus.google.com/hangouts/_/event/c6d950dt8gtbm7cghkvo75p2h44
Second? here is my update, some smooth on the muscles nothing more
____________________________________________________________________
Primero que nada , si hablan castellano no tengan miedo o verguanza de escribir en esta preciosa lengua, la tercera mas utilizada en el mundo. Se que aca hay varios latinos y espa
Honestly I think that character was a little out of my scope, but this one looks great! I didn't want to jump in and start showing too early, but here is some work I've done this far.
[vv]108030319[/vv]
Day 4 done...
@juancaratino :It remind me of warhammer figurine in this render ^^
@turista :So it was feather after all...
It's funny to see how different they end up
excellente RETOPO, how dou you realize? by hand in 3dcoat, maya, topo, etc? or with help of something like zremesher , y dont think this is zremesher at all
i'm gonna get straight to the point. I have no drawing skills nor any anatomy knowledge. I never done character before and first time i'm using a Zbrush for same.
I decided to join the polycount character challenge for practice and i spent a huge amount of hours on this (about 15h +) just to get base mesh for the character. I would really appreciate all the comments, critiques and paintovers just to make this thing better and fell free to be BRUTALLY honest.
Thanks a lot in forward.
P.S. Sorry for my bad English.
@Deoce You are going well, but with some anatomy study it will refine your skills to make it faster
@juancaratino Loved it *_*, principally the gloves....only thing that I just think is a little too much that all the details are too strong, makes it feels a little like it is made in a rock for me.
@Sunn He is hump and the face is a little big too, make it look like that your model is an elder kitty...
I'm just working at night or just 2/ 3h per day in the challenge this month... but the body is good for me now (just realized that I forgot the tail X.x), what do you think?
@Fefs, MrCreator, Sunn:
Double check the head size relative to how long this guy's neck is. All three of you have the correct scale for general human proportions; one head length down = nipple-ish area, but this guy has a looong neck underneath all that muscle. One head length down is about the top to mid-way down the pectoral depending on how you read it.
@tigerheart:
Liking how that bake turned out, he's looking good. There's some seaming going on with the hand and trapezoids, though.
Similar to the above critique, I'd double check your head size. You've got the right length of the neck I think, but his head is a bit too large. It looks like you naturally shortened his pectorals to compensate for the long neck while still fitting the rule of thumb I mentioned above. It gives him a more toony look, which may or may not be what you wanted depending on how close you're aiming to match the concept.
Something else about the torso, just to point it out to people. I think this was mentioned already, but the concept has the belly button in between the 4 visible abdominals. It's up to each individual if they interpret that as this figure only having 4 abdominals, or if they put 6 and change where the belly button is, or decide the belt is blocking the bottom two and move the belly button, or..
Point is; recognize the anatomy and make a conscious decision, be careful about strictly following a concept to learn anatomy.
And now after critiquing anatomy, to impress no one with my vague unfinished anatomy...
Blocking out scale and sculpting the face to hone in on how to style this guy to suit the concept. Still need to work with the hand size and leg length I think.
Day 3
You guys are awesome!!
@.@ :poly136: I will do my best
I'm happy to join the monthly character noob challenge, i will do my best to improve myself, and contribute to this thread. I'm blocking the shapes by now.
Also, i found this tuto for the wraps/bandages, very uselfull, that i want to share here ! http://www.zbrushcentral.com/showthread.php?178522-Mummy-Wraps-Bandages-Technique-with-SliceCurve-amp-Panel-Loops
His staff seems really short. and youre missing some parts, like the feathers on his staff, his arm bandages and the cloth around his weist.
Just remember, you can't rely on the concept 100% because there's always going to be a few issues with it. Real life reference is your friend
Here's my contribution, unfortunately its just a sculpt haven't got the time at the moment for the whole shibang with work. Good Luck everyone else though.
Legs, hands, and back are still rough and blobby, but here he is if anyone wants to critique anatomy
Did some more on the staff and the skull things.
Nice touch on the second rope of the belt
Deoce : It's better ! I like the change in the arm/shoulder, keep it up !
Sukotto : Thanks for the tip !
I manage to take some time working on mine, all proportions are blocked, now i will do the retopo before making the detail.
any crit greatly appreciated.. and please keep the updates up its great to see everyones work!
Quick update before bed, leaving crits laters.
edit: bad material
I can't tell really why but I think the stomach-area belly just on the side looks a little off, I don't like the crunch in.
On the lower arm I think the Flexor Carpi Radialis and Brachioradialis look reasonable good but the Palmaris Longus and Flexor Carpi Ulnaris are too weak pronounced on the area just on arm before the Flexor Retinaculum starts.
you can either sculpt it like a human foot or a cats foot but it looks like you might have tried both? it just looks a bit funny to me.. maybe thats what you meant to do if so sorry to nit pick. if you have a look at this guy it might give you an idea of what would look more natural
so something like that but with longer toes?
personally i would get rid of that bulge at the base of the foot and move the bony protrusion up.
looking good over all though keep it up m8!
@Turista have another look at those pectorals, they should blend into the deltoids with your biceps kind of tucked in underneath. have a look at this guy
http://www.true-natural-bodybuilding.com/graf/true-natural-bodybuilder-front-big.jpeg
@Sunn it looks like you might have added an extra joint in your foot. maybe bring that little bony protrusion up a little and take out the second bulge.
you would be aming for something like this
http://coloursofsunset.files.wordpress.com/2011/05/tiger1.jpg
if thats what you were going for..
(this is a quick render in max just to see if the pose work, don't mind the camera angle and the culling problem)
great reference
thank you
Here goes my wip.
@tigerheart: Maybe try to add some irregularities to the skin (for example speckles)
I will comment about the models tomorrow, because now I really need to sleep X.x"
Good work for you all! ^^
and i misread the polycount last time. Character and staff make 9052 tri, the total is 15860 with the skull and the ground.
@sunn, I'd straighten him up a bit.
@derf, good luck, I like your anatomy so far.
@fefs your model is pretty good.
To do: Stuff I missed as straps around his knucklebusterthingie, feathers, some geometry. Gonna get on the hair cards next too.
Landed on 4670 tris with his staff, was aiming lower but meuh :poly136:
@Fefs
His head is looking a bit "squashed" atm imo! I would beef up the hanging waist cloth-thingie too, it's a bit slim.
@Derf
Looking good, keep going!
@Tigerheart
Nice work, you're getting there. I'd consider reducing the amount of AO a bit, it's looking a bit dirty in some of the creases.