Hey, looking good, but i think there are a couple of things you need to be aware of regarding the anatomy ;
Starting with the back, the rear deltoid is huge and so you had to move down your teres major and serratus anterior leaving in the end no space for the lats to sit in.
Upper leg ; the vastus medialis is really big, both in height and width(i really like the tear-drop shape though) and you are actually missing the sartorius muscle, try placing him and he is gonna help you narrow the vastus medialis. The vastus lateralis isn't supposed to grab to the common tendon at the level of the patella, he inserts a little higher - take a look at the construction of the common tendon of the quads.
Neck muscles ; The sternocleidomastoid (this name is getting longer each time i write it) and the trapezius occupy the whole lateral side of the neck leaving no space for the rest of the muscles that are there(levator scapulae, omohyoid).
Take a look at the forearm muscles in general - especially the extensors.
Hope that helps and good luck
It my be just my opinion, but those comic characters gain their great look from correct anatomy that just gets exaggerated. So to get the best results you should really try to get this part right. Might be I am wrong, but I think as dimosM said, you have some issues there.
If you are going to make a game character, I also think you should use a more relaxed t-pose and facial expression, but you might want to keep it as it is, if you have specific reasons for it, yet its a little odd choice IMO.
This is a pretty solid sculpt but i agree the anatomy has some subtle issues. The pose is also quite awkward too IMO. Also, if you are basing ur wolverine off of that concept, I think ur proportions are quite off. The concept feels much more stylized...
@DimosM yes I need this kind of feedback! Ive been working hard to nail the anatomy but its almost impossible to tell whats going on in the comic book reference so I used some real reference and some comic reference and tried to make the 2 work together, obviously its not quite there yet as you guys are spotting issues.
@Slosh yes it is an awkward pose, I wanted to hunch him over to get some attitude in while sculpting but realised I cant do that if I want to get into all those hard to reach areas so hes kinda half hunched haha. I do want to base the proportions off of that reference or at least similar. more like this from that same comic :
Hey, definitely looking better but there are still a couple more things off.
I may be mistaken because of the belt, but sartorius doesn't really make it to the anterior superior iliac spine where he originates from, so i would suggest placing him a little bit higher. It would also be a good thing to widen him a little more and then smooth this area because we dont actually see him that much on the surface. Keep in mind that he is there to create a plane change between the muscles of the inner leg and the quads.
Look at how the sartorius affects the surface http://i.imgur.com/U1an3St.jpg
Upper legs are pretty hard to get right so i am not sure if my feedback alone is enough, hopefully someone else will jump in and help.
At the back, make sure to indicate where the tail of the trapezius ends (about at the height of the last thoracic vertabra) and where the erector spinae muscles start. Right now they are kind of fused together which actually does happen but mostly on some pretty bumped up bodybuilders.
thanks for the feedback! Im at work at the moment but will do some more research when I get back on to this model at home. Its going to be hard to get the right balance of accurate anatomy and stylized shapes but Im going to try to make this work.
Looks pretty awesome to me! Lots of hard work there. Unless someone is like super advanced with the anatomy I wouldn't have thought anyone would have spotted any issues. That's my 2 cents - you can always be more exact but if the purpose of this is for a portfolio piece for games I highly doubt you'll run into any art director who'll throw this out because it's missing a certain muscle. But that's my 2 cents... perhaps standards are far tougher than I thought
As for the pose. I wouldn't have a problem rigging this - all the joints are mid bent which is just fine - but again I'm not a rigging specialist.
So I just came here to say great job mate - looking good!
not sure if realism is even on your radar, but his claws look longer than his forearms
nah Im working based off a few comic book frames and decided to go for cool shapes over proper realism in order to capture the exciting curves and shapes I like in the comics.
Nice job!
There are anatomy issues still. The serratus is not interlocking, the neck looks too thin, you should leave enough room for the muscles but not make it so thin that it doesnt fit with the rest. My personal favorite (forearms are a bitch ) the elbows are too low and the muscles on the forearm are not there yet, not fitting, looks like the back of the elbow you are still searching for the forms.
But like some people say, why bother? I reckon you have a really nice model there. I think if a few bits flowed better the char would be more powerful. I hear ya on sculpting in a pose to get a feeling and I would never sculpt a stock straight figure but I think sculpting in a posture will make it easier to judge proportions like torso, arm and leg length while you work.
Thanks everyone, Im not totally happy with the pose, I want to try some other poses, the pose was mostly based on this one but I think mine is leaning forward too much.
From what I can see, I think his left leg is coming forward more in the cover image and his upper body is rotated slightly. Also youre missing his fists. Thats a significant part of the impact of the image.
Good job with the lighting btw
From what I can see, I think his left leg is coming forward more in the cover image and his upper body is rotated slightly. Also youre missing his fists. Thats a significant part of the impact of the image.
Good job with the lighting btw
Thanks! yeah I totally wanted to do the fists but my rigging skills are not great haha his fists looked pretty aweful when I posed them! I will look into the leg and torso posing thanks!
Replies
Starting with the back, the rear deltoid is huge and so you had to move down your teres major and serratus anterior leaving in the end no space for the lats to sit in.
Upper leg ; the vastus medialis is really big, both in height and width(i really like the tear-drop shape though) and you are actually missing the sartorius muscle, try placing him and he is gonna help you narrow the vastus medialis. The vastus lateralis isn't supposed to grab to the common tendon at the level of the patella, he inserts a little higher - take a look at the construction of the common tendon of the quads.
Neck muscles ; The sternocleidomastoid (this name is getting longer each time i write it) and the trapezius occupy the whole lateral side of the neck leaving no space for the rest of the muscles that are there(levator scapulae, omohyoid).
Take a look at the forearm muscles in general - especially the extensors.
Hope that helps and good luck
If you are going to make a game character, I also think you should use a more relaxed t-pose and facial expression, but you might want to keep it as it is, if you have specific reasons for it, yet its a little odd choice IMO.
Cheers
@Slosh yes it is an awkward pose, I wanted to hunch him over to get some attitude in while sculpting but realised I cant do that if I want to get into all those hard to reach areas so hes kinda half hunched haha. I do want to base the proportions off of that reference or at least similar. more like this from that same comic :
http://cdn.comicartfans.com/Images/Category_4847/subcat_44305/15.jpg
I may be mistaken because of the belt, but sartorius doesn't really make it to the anterior superior iliac spine where he originates from, so i would suggest placing him a little bit higher. It would also be a good thing to widen him a little more and then smooth this area because we dont actually see him that much on the surface. Keep in mind that he is there to create a plane change between the muscles of the inner leg and the quads.
Look at how the sartorius affects the surface http://i.imgur.com/U1an3St.jpg
Upper legs are pretty hard to get right so i am not sure if my feedback alone is enough, hopefully someone else will jump in and help.
At the back, make sure to indicate where the tail of the trapezius ends (about at the height of the last thoracic vertabra) and where the erector spinae muscles start. Right now they are kind of fused together which actually does happen but mostly on some pretty bumped up bodybuilders.
As for the pose. I wouldn't have a problem rigging this - all the joints are mid bent which is just fine - but again I'm not a rigging specialist.
So I just came here to say great job mate - looking good!
nah Im working based off a few comic book frames and decided to go for cool shapes over proper realism in order to capture the exciting curves and shapes I like in the comics.
Check him out in 3D here: https://www.artstation.com/artwork/savage-wolverine-fan-art-3d-viewer
Examples:
http://img3.wikia.nocookie.net/__cb20120907030541/marveldatabase/images/9/96/James_Howlett_%28Earth-616%29.jpg
http://static.comicvine.com/uploads/original/11111/111111747/2954886-ultimate-marvel-vs.-capcom-3-mvc3-character-render-wolverine.jpg
http://img3.wikia.nocookie.net/__cb20090925123509/marveldatabase/images/8/8c/Wolverine_Vol_3_73_Variant_Frame_Textless.jpg
Apart from the pose its great, nice one
There are anatomy issues still. The serratus is not interlocking, the neck looks too thin, you should leave enough room for the muscles but not make it so thin that it doesnt fit with the rest. My personal favorite (forearms are a bitch ) the elbows are too low and the muscles on the forearm are not there yet, not fitting, looks like the back of the elbow you are still searching for the forms.
But like some people say, why bother? I reckon you have a really nice model there. I think if a few bits flowed better the char would be more powerful. I hear ya on sculpting in a pose to get a feeling and I would never sculpt a stock straight figure but I think sculpting in a posture will make it easier to judge proportions like torso, arm and leg length while you work.
The face looks great btw.
Good job with the lighting btw
Thanks! yeah I totally wanted to do the fists but my rigging skills are not great haha his fists looked pretty aweful when I posed them! I will look into the leg and torso posing thanks!