So as of right now it is very hard to give any feedback to the character... If the future just show the model. Look at all the space that is wasted in showing everything but the model. For the last turn around after you are finished with your model, adding a back ground and title and signature is fine but for a WIP shot it is just kind of pointless. Your orthographic views are so small that it is almost impossible to give it back in feedback.
Much better with bigger pictures! It's clear you've been referencing or have a basic knowledge of anatomy in general, but it's lacking and that's really hurting your model. As a werewolf is pretty much just a naked guy with some accessories you wanna get it right. Most of the muscles look as if they were painted on to big round balloons with a damstandard brush without really understanding why those form changes happen. It actually reminds me a
little of DBZ anatomy.
Spend some more time with good references, specifically look at the origin and insertion points of muscles, how they overlap and how that creates the form changes you see on the skin. Most of your indications of muscle are off too so be more mindful of marks you make. Areas of main concern are all of the back in general and how the lats wrap around to the the front and connect with the obliques. The arms and the legs, specifically the triceps. Keep cracking at it!
The muscles still look pretty slapped on. Especially the mid section and lower back. Overall the entire thing looks pretty muddy. I'd go down a few subdivision and try to make it look good from there. In stead of jumping up to all this detail
I don´t think it´s too bad but the problem is pretty much what @tda said. Let´s say if you were to smooth out the entire mesh you would be left with a decent sillhouette. However the volumes would be very basic ,"sausage" like forms that don´t represent the human body well. In my opinion you would greatly profit by doing some gesture sculptures. With those you pretty much don´t think about muscles but the most basic planes that the muscles form. Here is an example (unfortunately I don´t have a male one at my hands right now): https://s-media-cache-ak0.pinimg.com/736x/52/45/29/52452976b753e8b6c94b5676aeae442b.jpg
Hey Carissa, sorry for being vague. What I mean is the muscles look like they're placed on the body rather than being APART of the body. Does that make sense to you? Great job so far
I like the concept so far. In regards to the anatomy tips from before try to push the major shapes first before adding smaller details like abs and the split between the muscles.
The biggest things to nail for a male styled physique are the shoulders, chest and waist/ hips area. Sergei Constance has a good physique to study for reference.
Dunno if you use this matcap for sculpting as well but you could try to sculpt and render with another matrial like the basic one. In my opinion the brown clay absorbs a lot of detail and flattens the forms! Makes it hard to tell what is going on;)
In my opinion it is. Unfortunately this only proves what everybody´s been saying. Looking back at what you have changed so far, you mainly deepened the lines between the muscles. However you need to go more basic than that and look at the entire muscle form. As an example you could outline the guy´s shoulders from Asura´s post and compare it to your model in flat shade!
Replies
If the future just show the model. Look at all the space that is wasted in showing everything but the model. For the last turn around after you are finished with your model, adding a back ground and title and signature is fine but for a WIP shot it is just kind of pointless.
Your orthographic views are so small that it is almost impossible to give it back in feedback.
It's clear you've been referencing or have a basic knowledge of anatomy in general, but it's lacking and that's really hurting your model. As a werewolf is pretty much just a naked guy with some accessories you wanna get it right. Most of the muscles look as if they were painted on to big round balloons with a damstandard brush without really understanding why those form changes happen. It actually reminds me a little of DBZ anatomy.
Spend some more time with good references, specifically look at the origin and insertion points of muscles, how they overlap and how that creates the form changes you see on the skin. Most of your indications of muscle are off too so be more mindful of marks you make. Areas of main concern are all of the back in general and how the lats wrap around to the the front and connect with the obliques. The arms and the legs, specifically the triceps. Keep cracking at it!
Let´s say if you were to smooth out the entire mesh you would be left with a decent sillhouette. However the volumes would be very basic ,"sausage" like forms that don´t represent the human body well.
In my opinion you would greatly profit by doing some gesture sculptures. With those you pretty much don´t think about muscles but the most basic planes that the muscles form.
Here is an example (unfortunately I don´t have a male one at my hands right now):
https://s-media-cache-ak0.pinimg.com/736x/52/45/29/52452976b753e8b6c94b5676aeae442b.jpg
What I mean is the muscles look like they're placed on the body rather than being APART of the body.
Does that make sense to you?
Great job so far
There is a pretty good guide on making a where wolf on Bruno Camara's article : http://www.3dartistonline.com/news/2015/04/create-a-terrifying-werewolf-in-zbrush-and-3ds-max/
The biggest things to nail for a male styled physique are the shoulders, chest and waist/ hips area.
Sergei Constance has a good physique to study for reference.
Looking back at what you have changed so far, you mainly deepened the lines between the muscles. However you need to go more basic than that and look at the entire muscle form. As an example you could outline the guy´s shoulders from Asura´s post and compare it to your model in flat shade!