Hi
I need some advice from fellow character artists. One aspect I've not had enough practise with and that I'm struggling with is the mid-frequency/secondary forms. For the most part, I understand what they are. The issue I'm having is a breakup layer/pass. I'm not sure if other artists incorporate it as well...? I'm presuming so. I did a mentorship with Henning Sanden from FlippedNormals and he showed me his approach to doing it. However, I'm not confident I'm going about it correctly. I could be wrong, but because he comes from a VFX background, maybe he's been overcomplicating things...? Especially as I'm aiming for the games industry. I went back through Laura Gallagher's videos on Outgang, but she only briefly touches on it, sadly. But it seems more simplified...?

One tip I did take away from a FlippedNormals video on the topic is to blur a reference image and make it black and white in order to disguise all the distractions. For the Doom Hell Knight I'm working on, I've gone and done that.

Originals:


Blurred:


And of course I've been attempting it on a Layer. I was also provided with a demonstration from Henning...

I just always feel conflicted. That I'm not quite 'getting it'...? I know that there needs to be breakup and directionality, but feel that something is 'off'. Or that I'm perhaps not capturing some of the secondary forms into the breakup layer...? Or can/should those be done afterwards? After the directionality? I've been trying to do this attempt asymmetrically as well.

This is one of my earlier attempts, which looks wrong, flat, and is too soft.

Any advice/insight would be super appreciated.

Thanks.
Replies
Quick web search...
I attached the reference above from the version in Doom 2016, which has some additional shapes in there, too.
Doesn't need to be actual anatomy, just needs to read like it could be. I took the screenshot as a starting point and smudged it a bit, without trying to replicate the reference model, which is much softer overall (edit: In this area and regarding the secondary forms).
Additionally, I tried to introduce some more variance and to get the impression of some of the muscles going across each other instead of just forms sitting next to each other, which is the result of too even and broad valleys between and too little continuous curvature across the muscles (but I kept a flatter surface for the lat like one). Broader, flat valleys you'd normally find at bone ridges/attachments or tendons.