EDIT 4/11/2015
This is my sketchbook which I try to attend to on a daily basis and any personal projects I've worked on throughout the day , I post here. Sometimes the updates are bigger , sometimes smaller depending on how much time I've been able to allocate.
Hey guys.
I've had this feeling of just running on the spot and barely improving lately and most of it probably stems out that I don't openly ask for critique enough. So I started to think a bit and realized that I work hard , but not smart. I don't step back and analyze what I've just done but rather just eyeball it. I also tend to not take risks which probably contributes to all that.
So I wanna change that and improve , I'll try to keep this updated on a regular basis.
My goals are overall to improve my sculpting , characters design , improving anatomy , cartoonish styles
The Reference
Current progress.
Replies
I'm not sure how I would do the fur though that's something I'll have to think about.
I feel like I learnt how to be more patient and look more closely at the concept and then take a step back , but I'm still rushing things.
And since I figured that I'm absolutely garbage when it comes to sculpting hair and fur I decided to go for exactly that on my next sculpt.
Illustration is by Nate Wragg
Made a self analysis and pretended it wasn't mine.
Some things I'm unsure about though wether I should show the shoulder anatomy or how that arm is built up because the right arm is different from the left arm which is confusing me a bit.
Excuse my terrible handwriting.
Update :
So I decided to work on my basemesh for female cartoony characters. Took some inspirations from Layna Lazars characters and also enrolled myself in Mike Defeos class and learnt a lot along the way , was watching the courses and picked up some good things like anatomy isn't really shown that much and that stuff.
Right off the bat I'd say the legs, hands and eyes aren't cartoony enough. The butt , crotch and breasts are a bit undefined and blobby and the lower leg could use some more S curvature.
The hair really is critical to each of the 3, and I think you'd benefit by spending some time getting it right. Perhaps model something like a tribble which is nothing but hair... Of course, cartoon hair isn't as complex as real hair, but many of the same principles apply.
Decided to take a lot longer with the last one , still not done with the hair either. Learning alot how to sculpt it.
With the last 20% , do you mean detailing? I'm just trying to ease myself into sculpting cartoon characters but from what I've seen they don't have that much detail , I might be completely wrong ( probably am )
Here's the update.
On your mammoth, the most obvious missing piece is the hair. Beyond that, however, take a close look at the expression on his face - the one raised eyebrow, the half-lidded eyes; these help define the character, give him life and personality. There are other smaller details - the shape and orientation of the tusks, the longitudinal streaks along them - that probably fall into the final 5% - very nice to have, but not necessary if you have a ship-date coming up...
On the pirate, the hair is again the major missing piece. The biggest difference to me is his hair, rather than his beard. Look at the concept; the bit of hair we can see is as wild as his beard, yet in your model his actual hair is tame and well-coiffed. The ears look almost like rounded columns rather then disks. He has too many fingers - the concept has adopted the cartoon standard of 3 fingers and a thumb. The final pose is missing that distinct flavor of the concept, legs splayed and leaning on a cutlass. Finally, his pants are missing their texture and the belt.
It's not that you don't have the talent or the skills, it's just that you've stopped before you're done. Off-hand, I'd say that you need to spend around 4 times as long on each project as you are. Yes, it will be very frustrating; each session you'll see yourself taking longer and making smaller changes, but it is a critical step. Some times you'll need to take a break and think about other things, but as soon as you switch to another model the first is almost certain to be doomed to remain unfinished. So, pick one project, and keep on it until it is better than the concept, while retaining the concept's charm and personality.
The pirate I basically abandoned and left unfinished but I agree completely with everything you mentioned.
In a sense I think it would be reasonable for me to go back and finish the mammoth once I'm done with this girl.
But I appreciate your feedback a whole lot, thank you!
Here's an update on the girl.
But then I thought her being attacked by starfish who fling each other on her head would be bit more witty.
I feel like it's finished.
I'm gonna go back to the mammoth and see if I can learn something new so I'm gonna try and experiment with vray and shave and haircut a bit.
But I'm also gonna try and move on to a new concept in terms of character sculpting.
Made a turntable as well.
https://vimeo.com/110662618
The costume is just placeholder right now , I wanna go into something more makeshift , something he would make at home.
Thanks for pointing that out , I completely missed it.
Update
Started creating a little idea and some blockouts of how I imagine the scene to be like.
The lolipop is just there so I can place it later on.
Fuck yeah blizzard. Fuck yeah.
Gonna do a head sculpt every day , 1 week Male 1 Week female as well as working on the body anatomy and not just facial.
(For anyone who might be thinking that )
But for learning puposes I wouldn't start from someone else basemesh to be honest. Sure it's easier, but you're not learning nearly as much about the structure of the face as you would if you were starting from a simple sphere.
Just my 2 cents, keep it up! :thumbup:
But yes I agree and I do feel guilty about it but I'm learning about everything in the face basically and I've been doing a lot of studies for the eyes recently.
And thanks ^^
Day 13
Thanks man , exactly what I was looking for.
I was done , a few days ago with the first one...then I realized it sucks so now I'm redoing it. Giving him a bomber jacket...I don't even know what I was thinking on the first one.
Redid the retopo about 2 times before settling with one I was happy with. Learnt about Marvelous Designer , how to clean bake in xnormal and properly doing a cage in maya. How NOT to bake. What makes MD explode. How clean UV's are supposed to look like. ( all this in only 3 weeks yay... )
He's still a WIP , not happy with how the fingers are so I'll go back and fix the pose. The writing on the banner and maybe add more texture to the banner.
THe second guy is a Degenesis Character from the turnaround they published on facebook.
Slow progress.
Already got a few pointers about the shoulders , gonna be fixing that.
I'm aiming for 16k with 2k texture maps. I don't know how to break that down though yet.
Head
Body + Props
( ? )
I don't know. I"ll have to look up how some other people did it with complicated models.
I'm going to hang my dreams of becoming a character artist for a AAA studio on the wall for now. Maybe it'll happen later.
I'm going to try and branch out a little bit more and aim to
1. Create Envronments / Props / Characters in a handpainted manner
2. Rig the characters and environment props which need rigging
3. Join a mobile gaming company.
This is my start and I'm going to stop writing now.
Texture needs work
Personally I like the silhouette
Foliage needs work.
Progress of today.
Almost hitting my 2k limit , gonna have to trim some triangulars on the rock , it looks odd on the wireframe , no idea what I was thinking there. Not sure about the grass texture either. To me it pops but maybe something can be tweaked.
Maybe I'll have to add some subtle grass alphas to make it seem less flat...
And second image is what I have now. I don't know what to do on it anymore since I still have about 100 tris and 2 days left for this.
Was a good exercise and hopefully I remembered my mistakes heh.
Smudgy textures = bad
3dcoat brush opacity very low = bad
No daisies in Autumn settings
Research more
Try and squeeze more into one single texture size maybe?
Anyway.
More smudgy handpainting, this time with 57% opacity.
Really fun learning process so far. Using lots of references.
I know the gun is WIP but it feels as if your starting off your metal a bit too bright. The wood is really overpowering, and some highlights look as if they're coming from underneath.
I did a super-quick paintover to illustrate where you might want to go with the metal. Higher contrast and toned down the wood a bit.
Just food for thought! Do what you will with it!
Toned it down and took some of the suggestions you had on the paintover over onto my model.
I didn't do a whole lot today was more trying things out and failing but I realized that after being away for a few hours and getting new glasses and coming back to this the wood didn't seem to work on the top.
Fresh set of eyes in some punny way.
I'm still figuring out how to blend the colours properly to give it a more metal shine.
I'm tempted to call this little guy on hold so I can do something else but I know I shouldn't. Time to press on.
I did some silhouettes to see what I want to do next will probably take in further in between getting frustrated.
Worked on the monthly character a bit , did the retopo and the UV's and am quite happy with them so far. She's sitting at 2.2k was going for 2k but I suppose the polycount police hasn't caught up with me yet so I'm golden.
I keep erasing the folds and re-painting them on her leg warmers. It's really hard but good exercise.
Figured out what I want to do with the swords. I want to sort of explore some cool designs first and then see if I can create a different variety of textures for them like metallic , stoney , gooey that sort of thing just like they did in Wildstar.
Also started on her scene a little bit.
Won't be a library after all , gonna make it a little apartment.
Getting increasingly bored of her , gonna add the alpha cards and then...work on her some more I suppose.
Started on the rig just have to attach all the circles to the funny looking circles so stuff and things happen and I can't move her leg 360 anymore
Aaand the environment I'm working on right now.
Edit with my own notes.
Update 2. Definetly done for today.
Alright now off to the next thing.