OK, spent the afternoon tweaking the proportions to capture the feel of the concept. Now I know how the 3D guys at work feel O_o Crit away please!
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I think I've got enough in place now to start busting out some high poly meshes, but I may spend a liiittle bit more time obsessing over the large shapes.
Ninja edit: So I did end up obsessing over proportions, it's time well spent. I feel he's finally got some heft to him. I also replaced some of the bits with clean subd meshes, but of the detail's too small to read. I'm trying to do as much in subd as I can before the sculpt, to better focus on the important shapes, flow, etc. The materials are there to make the model easier for myself to read.
Diggy - thanks, yeah I'm trying to keep the shapes dynamic with a lot of hooks and curves. Not looking forward to rigging this guy though!
Well it might be tough rigging but i think it will look really awesome!!! It's going to look awesome once you start mudboxing er z brush that bad boy!!! I really like how your paying attention to the designed feel in your concept. i dunno you might want to play with the size of the mouth harness maybe make it bulkier on the bottom it looks kinda round over all... i dunno that's just my two sense but overall very original very cool!!! keep it but bro!!!
k got some time in for some sculpting action tonight.. Just landmarking the mid-frequency details from the body layer up. I refuse to spam him with arbitrary detail until everything has at least gone through this pass, also a lot of this stuff will be obscured by the outer layer anyway. :-) The armor design will probably change slightly as I go.
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I agree with gesture, but arms need some work to get more anatomy truth. Chest same. It needs muscles for motion.
I understand its something like geneticaly modificated, but some more nature gets the model looking more realistic.
The proportions are realy cool:)
sweet bro!!! the buckling in the upper legs of the char is great!! yeah and the arms well posed. very promising!!!! very promising in deed!!! man I've been listening to harry potter way to much keep it up!!!
Very cool character, I love his proportions especially. Sorry if I came in here a little late, but are those tentacles coming out from his face? If so maybe you can have one or two snake out around the whole group?
I'm getting a flying cthulhu vibe off this, great work! Can't wait to see more.
I was having trouble rebuilding the helmet without a head to build it around, so I mocked up a quick head sculpt. OK so maybe it is a man behind the mask after all...still thinking about whether I want to actually build the stuff beneath the mask into the final model.
I couldn't for the life of me figure out how to deconstruct the helmet in 3D, so I had to come running back to Photoshop. It...helped.
I'm hoping to finish all the high poly and cage by next weekend, and give myself 2-ish weeks to texture. I'm slow :-(
Levin: Heh, I've been posting here for years. Good to see another 3DPer around. :-) I'm probably baking in Xnormal.
Levus/foreverendering: Yeah I need to pull up more anatomy refs. There's so little flesh showing through, I'd better do all of it right.
conte: Still working on the sculpt. I want to give him black talons like a vulture's.
Kicker: Nope! It's an airbag covered with a protective grill. The cthulhu vibe seems cool, but I'm probably going to use a vulture motif on him.
Replies
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I think I've got enough in place now to start busting out some high poly meshes, but I may spend a liiittle bit more time obsessing over the large shapes.
Ninja edit: So I did end up obsessing over proportions, it's time well spent. I feel he's finally got some heft to him. I also replaced some of the bits with clean subd meshes, but of the detail's too small to read. I'm trying to do as much in subd as I can before the sculpt, to better focus on the important shapes, flow, etc. The materials are there to make the model easier for myself to read.
Diggy - thanks, yeah I'm trying to keep the shapes dynamic with a lot of hooks and curves. Not looking forward to rigging this guy though!
Love it
I've been trying to start with the sculpt, but keep freezing up. Not enough practice with 3D I guess.
k got some time in for some sculpting action tonight.. Just landmarking the mid-frequency details from the body layer up. I refuse to spam him with arbitrary detail until everything has at least gone through this pass, also a lot of this stuff will be obscured by the outer layer anyway. :-) The armor design will probably change slightly as I go.
Awesome! I love the gesture of the arms
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I agree with gesture, but arms need some work to get more anatomy truth. Chest same. It needs muscles for motion.
I understand its something like geneticaly modificated, but some more nature gets the model looking more realistic.
The proportions are realy cool:)
I'm getting a flying cthulhu vibe off this, great work! Can't wait to see more.
So how are you planning on baking that, in ZB? or you gonna import back the mesh to your 3dapp?
I was having trouble rebuilding the helmet without a head to build it around, so I mocked up a quick head sculpt. OK so maybe it is a man behind the mask after all...still thinking about whether I want to actually build the stuff beneath the mask into the final model.
I couldn't for the life of me figure out how to deconstruct the helmet in 3D, so I had to come running back to Photoshop. It...helped.
I'm hoping to finish all the high poly and cage by next weekend, and give myself 2-ish weeks to texture. I'm slow :-(
Levin: Heh, I've been posting here for years. Good to see another 3DPer around. :-) I'm probably baking in Xnormal.
Levus/foreverendering: Yeah I need to pull up more anatomy refs. There's so little flesh showing through, I'd better do all of it right.
conte: Still working on the sculpt. I want to give him black talons like a vulture's.
Kicker: Nope! It's an airbag covered with a protective grill. The cthulhu vibe seems cool, but I'm probably going to use a vulture motif on him.
but it seems he can´t turn his head when the mask is closed, or do i read it wrong?!
good job
- BoBo