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So my intent is to flesh this concept out and model it. Here is what I've sketched so far. I need to add some more hard surface elements into it. I was thinking about having some sort of tech/armor somewhere on the shoulders. I am also not so sure what I should do to the feet. Feel free to do paintovers/whatever you like. Any ideas will be appreciated very much.
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Japhir: I'll try out your suggestion and see how it goes. I'm really trying to make him look lean with a huge ass head and neck like a pitbull.
(The claw on the foot is supposed to point upwards, but I think it kind of makes it look like the perspective is way off in the drawing.)
I might do a paintover to better show what I mean when I gets some time.
http://www.highgategreyhounds.co.uk/PDF/dog_muscle_sheet.pdf
Unfortunately I got ill, the flu:( , though I could still try to do a paintover when I get better.
maybe this could help:
http://www.highgategreyhounds.co.uk/PDF/dog_muscle_sheet.pdf
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oh my! that is exactly what Ive been looking for for one of my models. I hope this concept turns out well, mine has wierd anatomy cause I couldnt find a nice reference
one minor crit: i think the robo leg doesn't go that well with the rest of him, the rest is all very smooth and aerodynamically and the leg seems just so... squarish :P
keep it up!
Japhir: I think you're right! I'm going to have to mess with the concept when I get home tonight and make the rear legs more aerodynamic looking. I want to keep the cyber legs as cliche as they might be so I can be like "look I can do inorganic + organic stuff ;P " so hopefully I'll figure something out.
Sectaurs + 3d-j + Rens: Sorry I didn't acknowledge your input a ways up. I am rather spacey at times, and definitely appreciate it. I was hoping you'd do a paintover sectaurs
So I decided having just the rear legs as mechanical looked dumb, so I made his front forelimbs mech to add some more continuity to the design. Here is the new concept and the base mesh ready for mudbox:
Made a little progress on the sculpt. I'm still trying to learn the ins and outs of mudbox. It took me forever to figure out how to lock objects because I'm retarded.
http://mburbank.com/ldrsculpt2.jpg
http://mburbank.com/ldrsculpt4.jpg
I also agree with Rhinokey about the helm. Looks more agro in the concept.
http://www.mburbank.com/ldr_high1.jpg
http://www.mburbank.com/lowpoly.jpg
The styling of the armour plate could be a bit more aggressive and exaggerated though, slightly longer, the spikes on his spine too.
Looking forward to more!
So I FINALLY got the low done with the normal map applied. I also have an occlusion map applied to the color channel. Model is at 5092 tris. There are a couple small normal map seams/glitches, but its about time to start the texture. Comments/ Crit is always appreciated.
http://mburbank.com/dogocclusion2.jpg
Otherwise I dig the model.
EDIT: the rear legs, I think, would also help with having him take a more "aggressive" stance. He looks violent but with his ass as high as his whithers/shoulders, it makes him look... strange.
Also, once the anatomy is fixed, you can just lattice the whole thing to get a more proper shape... of course you'll lose some quality and have some stretching, but it might be worth it (if you don't want to adjust the high poly).
http://mburbank.com/doggy.jpg
I know that the bottom of the dog leg is only the 'toe' and the 'heel' doesn't really bend much or at all, I guess the confusion is from the design... I don't see how the actual knee will bend, on the other hand, the heel looks like a more feasible place. I think alot of the confusion stems from the thigh, actually, it should be slanted forward, so the knee can bend back... in your model, its slanted backwards, so there's no real bend in the knee, and instead the heel seems like it is bending.
Overall I think you can use a bit of re-emulation of the anatomy. Or maybe just re-posing it correctly would help interpret it. Also, I don't see how the knee as you have it would bend... it just seems like there's no real form to the knee that would indicate a joint, and in fact the really bulky rear of the leg at the joint doesn't indicate a joint.
Overall I would turn the model's heel into the knee and I think it would solve the anatomical problems, but perhaps there's another solution involving less tweaking.
great stuff though!
http://www.mburbank.com/dogz2.jpg
haha no serial dude, its looking awesome, I cant wait to see the metals texture!
Would be cool to see some hazard lines on this guy
Altering the the spec map so that the tops of the scales recieve more of a highlight and the grooves in between them receive less would also make the normal map pop more