very nice work laurel (and mop :P)
it could be the perspective but the skin around the mouth area looks a bit thin. i think it could look a bit better if it was a bit more solid/thicker. the teeth look like theyd rip apart big chunks for meat but the skin around it looks more like it could easily be damaged or pierced.
Tully, that's very cool!
crit: his teeth looking a little bit out of design, too long, and on concept he have more reptile like legs, not
such humanish as on model, use move tool.
great work!
concept+model are really nice and I agree w/ the necklace piercing, brilliant idea! The teeth definitely seem stronger, but bring the gums back 1/2way under the lips to match the current concept. Also, beef up the biceps/upperarm some!
oooh... shaping up to be really awesome! wait... or wasn't it always awesome?
i have only one real problem, which is that the top teeth need to be brought back in a little. They seem too large, in my opinion. otherwise... thumbs up all the way!
I've got to say that I like the shape of the head better in the concept... the smaller mouth and fuller cheeks - over all more cylindrical head shape - gave it more charm than what I feel is a more stereotypical monster-type face.
Cannot fault you on the execution, however. Is a niiiiice looking mesh
As there seem to be a lot of comments on the teeth, I feel the need to explain... the model is a lot more like the initial concepts of the monster. It's the same face, but with a more placid expression in the coloured concept. If you look back to the earlier drawings, it's quite similar. Anyway, I do see the point (and the slight confusion caused by such a thing).. the initial idea was to model the face to make it so the gums could peel back, but MoP and I both like the crazy evil face and we're just a little lazy
Great googly moogly! I am really looking forward to the armor on that thing. It looks so aquatic, and yet so terrestrial. The armor seems strangely like it perfectly fits that balance. And yes, keep the pimp pants on.
OK, Tully did a bit more work on the creature in Mudbox, and I started blocking in the cloth, straps and armour.
Not a lot of progress unfortunately, but I figured it was time to bump us back up from page 3
lurvely stuff as expected. hoping to see that sort of squat, mignola-ish looking pose from the concept translated into the final posed model, but overall i'm just as impressed this time 'round with you two tag teaming it. not much to say, really. onward and upward! get this together and polish it till it glows in the dark!
I made a start on the lowpoly mesh (5600 tris for the creature here), did some quick UVs and baked the normals, and Tully started painting the diffuse.
There are some fairly obvious seams and normal errors at this point, but I'll re-UV and bake again soon.
Replies
it could be the perspective but the skin around the mouth area looks a bit thin. i think it could look a bit better if it was a bit more solid/thicker. the teeth look like theyd rip apart big chunks for meat but the skin around it looks more like it could easily be damaged or pierced.
-caseyjones
crit: his teeth looking a little bit out of design, too long, and on concept he have more reptile like legs, not
such humanish as on model, use move tool.
great work!
cant wait to see more :P
Here's a few new images - I did some little tweaks to the Mudbox sculpt (mainly making it worse), and Tully's updated the concept a little...
Max screengrab:
Head closeup:
Updated concept:
Enjoy!
the only drawback for me is that its more beastly looking than intelligent super assassin,, altho.. who am i to talk with Dr.Ztabb
i have only one real problem, which is that the top teeth need to be brought back in a little. They seem too large, in my opinion. otherwise... thumbs up all the way!
Cannot fault you on the execution, however. Is a niiiiice looking mesh
Thanks everyone!
-Dread_Reaper
Not a lot of progress unfortunately, but I figured it was time to bump us back up from page 3
And the obligatory DoF viewport grab...
Damn crunch time, can't keep up
Mop -
what does mean exactly "BLOCK IN" in the therm HIGHPOLY MODELING ?
thank You
can't wait the next updates
whoa
[/ QUOTE ]
too
fabulous work !
I made a start on the lowpoly mesh (5600 tris for the creature here), did some quick UVs and baked the normals, and Tully started painting the diffuse.
There are some fairly obvious seams and normal errors at this point, but I'll re-UV and bake again soon.
Time is running out...
Wouldn't you want to keep it mostly quads at this point if you want to rig and pose it or am I missing some awesome way of doing that?