Face and legs are awesome, the feet especially look really nicely done.
Back is good too.
Arms look a tad weird, the upper arm is much longer in proportion to the forearm than it should be, and his wrists are looking wimpy-thin compared to his huge shoulders and biceps.
Actually, the mesh around the biceps looks a little odd, the kinda bump around it on top looks incorrect, I preferred how it looked about 3 images above when the mesh was less dense... I think you've cut a tad too much unrealistic "detail" in there, maybe pull it back a little?
Apart from the wrong anatomy and funny proportions... you're not getting enough shape out of your polygons.
There are 1800 polygon naked zombie models at work that have more silhouette shape.
Shape first... details later.
You're going to have a tough time fixing the proportions now because you've got too many points to move.
The neck is too long. And the muscles on the side of his neck don't curve. They shoot straight down from the behind the ears straight into your clavicle. If you were to straighten them out now... it would look odd because his head is also in the wrong location relative to his ribcage.
The arms along with the pecs and the lats form to make a clamp around the ribcage. This is what makes the armpit... which you're missing. And which is what's making your pecs look strange.
The forearms aren't long enough. They're actually quite slender in relation to how big the upper arms can become. Because the musles in the forearm are thin. There's also more shape there than you're seeing. Overall the arms have a "puffy muscle" look.
I think its looking great and a stylised model, rather than a straight "human". The forearm (onto what soul said) is EXACTLY the same size as the feet, try it yourself it really is.
Soul made some good points - the straight Sternocleidomastoid is mainly due to me not thinking it was straight, and the position of the head too far back.
The elbow position is bad in the shot, but already it has been modved up. It looks odd because of the way I flowed the bicep into the lower arm. I did it badly. Anyway, the deltoids dont flow far enough into the arm, whihc is bad for me cos I always tell peple they've done it wrong and I've made the same mishteak.
The armpit is there on the model, just not visible in that shot, but vastly improved since that shot. The pec has had it's extra cros cuts now, so now you can see where it flows into the arm and where it flows into the shoulder.
I've lost some of the bulk I wanted, so it's going back in now -the very first image had it to some extent.
Looking a lot better now. That forearm is still incredibly short and wimpy though. Elbow up a tad, wrist down a tad, and that wrist also needs to be thicker and wider.
Polys around the underside of the pec/armpit area are also making a weird shape. I don't think the serratus anterior (?) should bulge out there.
are you using this as a bse for highpoly ? beause you seem to be trying to make it quad perfect , it isnt a bad idea , gives a more clean look, but i guess theres some areas where some tris would be better.
I've been kicking asses and taking names and buying myself a dress.
Forgotten this?
This is getting there. I'm thinking I'll drop some textures onto this and work the geo. I'm still unhappy with the tricep, but happy enough to post it at least.
The back is a little bit shifted and needs a few licks and kisses.
Thanks for the screenshots of the unwrapper, I haven't had a chance to give it a shot yet, I will now!
I still reckon his arms are wrong. Like Gavimage said, the muscles look too over-inflated, and there's still some length issues (ie. they're not long enough).
Replies
I'll use soft selection to pull the proportions about, then start my sculpt in Silo 2.
In the meantime:
Tomorrow I'll work the head - the concept is very close on it.
nice jaw line on the head.
I don't have Silo 2 at home, just at work, so I can't do any sculpysculpy yet.
Cool start mate, gonna be one of the entries to look out for methinks
Needs to start shaping up next
Nice flow all round, I do think the nose still needs to be slightly bigger. But thats justa personal style thing.
pop
Hurry up and get it textured
They are getting there though.
I really like the pants!
Back is good too.
Arms look a tad weird, the upper arm is much longer in proportion to the forearm than it should be, and his wrists are looking wimpy-thin compared to his huge shoulders and biceps.
Actually, the mesh around the biceps looks a little odd, the kinda bump around it on top looks incorrect, I preferred how it looked about 3 images above when the mesh was less dense... I think you've cut a tad too much unrealistic "detail" in there, maybe pull it back a little?
Keep it up though, really nice work so far.
looking rocking man
Apart from the wrong anatomy and funny proportions... you're not getting enough shape out of your polygons.
There are 1800 polygon naked zombie models at work that have more silhouette shape.
Shape first... details later.
You're going to have a tough time fixing the proportions now because you've got too many points to move.
The neck is too long. And the muscles on the side of his neck don't curve. They shoot straight down from the behind the ears straight into your clavicle. If you were to straighten them out now... it would look odd because his head is also in the wrong location relative to his ribcage.
The arms along with the pecs and the lats form to make a clamp around the ribcage. This is what makes the armpit... which you're missing. And which is what's making your pecs look strange.
The forearms aren't long enough. They're actually quite slender in relation to how big the upper arms can become. Because the musles in the forearm are thin. There's also more shape there than you're seeing. Overall the arms have a "puffy muscle" look.
Just noticed your sig. L O L
The elbow position is bad in the shot, but already it has been modved up. It looks odd because of the way I flowed the bicep into the lower arm. I did it badly. Anyway, the deltoids dont flow far enough into the arm, whihc is bad for me cos I always tell peple they've done it wrong and I've made the same mishteak.
The armpit is there on the model, just not visible in that shot, but vastly improved since that shot. The pec has had it's extra cros cuts now, so now you can see where it flows into the arm and where it flows into the shoulder.
I've lost some of the bulk I wanted, so it's going back in now -the very first image had it to some extent.
I'm loving the model Rick.
-caseyjones
I got some work done on the chest flow yesterday, the back is still a mess, and I started cutting the muscles into the forearm.
Sick as a dog at the minute, so it'll probably be a day or so before I do anything more.
I sort of wish I had sculpted the entire thing off an earlier base mesh, but this is all good practice anyway.
Per - does this club have badges?
Managed a few hours on it, but need to sleep again.
The back is a mess.
I removed a ring from the neck and moved the head down - I still need to reshape the neck as it has a few lumps in it
Polys around the underside of the pec/armpit area are also making a weird shape. I don't think the serratus anterior (?) should bulge out there.
just my 1 dolar
I spent about an hour today reworking the back - the muscle groups are in, the topology is an utter mess.
http://firestarter.burning.it/stuff/th_arm.jpg
Forgotten this?
This is getting there. I'm thinking I'll drop some textures onto this and work the geo. I'm still unhappy with the tricep, but happy enough to post it at least.
The back is a little bit shifted and needs a few licks and kisses.
My only suggestion is make the pectorals bigger!! (like in your first draft)
Overall though, it's looking badass (or "B.A." if you're into that kind of thing...)
Gav
Silo unwrap fun.
(BIG IMAGES)
http://www.rsart.co.uk/imagedump/silounwrap/
I've been using this model to test the unwrapper, finding lots of things that need tweaking, and marvelling at some of the silo unwrapping features.
I like it a lot.
And yeah, silo's unwrapper is awesome.
I still reckon his arms are wrong. Like Gavimage said, the muscles look too over-inflated, and there's still some length issues (ie. they're not long enough).
Will not be done in time, because of something (insert excuse here(girl/pub/firend/tv/NDA deadline)).
I decided instead not to try to rush it, and I will finish it - it'd be a fucking crime not to based on the concept art.