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Venom Character (Student Project)

Hi everyone! I've taken a 3D character modeling class this quarter, and I have chosen to do Venom.

I have until the first week of June to complete it, but I want to get more feedback on how I can make this the best I can. I'll be posting updates to this character as I go along.

I've modeled the character in Maya, and I'm going to take it into Mudbox for sculpting and painting later this week. If you need any closeup pictures, just let me know and I can post them.

EDIT: Here are my references. I should've included them when I first made this thread =\

My references are an action figure that has a nice 360 view of Venom, linked here:

http://comics-x-aminer.com/2012/11/06/venom-unbound-statue-by-kotobukiya/

I'm also using anatomy references from this Pinterest board: https://www.pinterest.com/scottstreadbeck/zbrush-anatomy/

Here's my base mesh:

venomOrthoShot02_zps8qvu9rmj.png

venomOrthoShot04_zpsncv0m5od.png

venomOrthoShot03_zpsowpujbmy.png

venomOrthoShot05_zpsgduu5jzb.png

venomOrthoShot01_zps8kbo4te3.png

Thanks!

Replies

  • goldenarms
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    goldenarms polycounter lvl 5
    Hey,

    Nice work so far. Do you have a concept you are working from? It might help with crits if we can see what you are going for (so many different versions of venom out there).

    Typically when I'm creating characters I try to get into the sculpting package as soon as I can. It allows me to really push and pull things around and get much quicker results. You say this is a base mesh so I imagine you will be retopologizing this after the sculpt? I am not sure if you have any restrictions in the class, but that is usually my approach. Quick base, sculpt, retopologize, Uvs, bake, etc.
    If this will be the final topology I think you could spend a little more time fixing some of the geo flow. If it is just for a base mesh for sculpting you might want to space out the polys a little in order to get a nice even sculpt. Let me know what the plan moving forward is and if you have a concept and I can probably help more!
    Keep it up
  • Sheers
    Hey arms,

    Thanks for the insight! My professor was guiding me on getting the smile for venom while trying to keep a good edge flow for the mouth and the overall head shape. I will retopologize the mesh to get a much cleaner look after the sculpt. It's something I need to improve on.

    For the references, I'm using an action figure, linked here:
    http://comics-x-aminer.com/2012/11/06/venom-unbound-statue-by-kotobukiya/
  • Sheers
    I decided to switch over to Zbrush for the sculpt. I still get confused once in a while with its User Interface, but its time I learn it. I spent around an hour on the back, and I feel like it sort of matches the references I'm using.

    venomUpdate_Back_01_zpswncfonql.png
    venomUpdate_Back_02_zps0dl62znw.png
    venomUpdate_Back_03_zpsest5kl5e.png
  • Polynaut
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    Polynaut polycounter lvl 7
    To be honest, you really should start at a lower sub-division. Push the shapes until you can't get any more detail out of them, all while sculpting over the entire mesh this way. Once you can't get any more detail out of the mesh, divide and start sculpting again. It's really hard to jump to 1 mil+ poly's and control the detail. Things start getting lumpy too fast.

    I make large changes on sub-d 1 with higher z-intensity. As I'm dividing I'm also dropping my intensity because I'm building off of what I've already laid down, if that makes sense.

    I would encourage you to just continue working in zbrush as much as possible. As a character artist it is the most important program to know. This is a good start, as far as workflow is concerned, just continue learning that software and really get comfortable in it.
  • Sheers
    Got it! I went down two Sub-D Levels (Level 6 to Level 4) and tried pushing and pulling in that state. I did a little bit of pushing and pulling in level 2, so I see what you meant by the big changes. I definitely have more control over my shapes.

    I feel like I'm getting a lot closer in terms of proportions, but something feels off about the legs. Does anyone else feel it or am I just over thinking it?
    ZBrush%20ScreenGrab01_zpsypnmvi6l.jpg


    ZBrush%20ScreenGrab02_zpskjjpedtf.jpg

    ZBrush%20ScreenGrab03_zpsftkcltbh.jpg

    Also I discovered how the Sub-Tool works! I decided to play around with it by adding some teeth for venom.

    nowayout01_zpseuf61car.jpg
  • skodone
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    skodone polycounter lvl 2
    i think the legs are simply a bit too short :)
  • peteed1985
    Legs too short yeah and the spaces between all the leg bulges are too shallow I think as well.
  • Polynaut
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    Polynaut polycounter lvl 7
    For the proportions I would find an image online that is the body type you are going for and try to match it. Find a t-pose or a-pose and keep it maximized behind zbrush. In the top right corner of zbrush you should see an opacity slider. If you play with that you will see zbrush fades in and out so you can see the image you have up. Use that to nail the proportions down. Don't just guess with stuff like that, especially when you're first learning.
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