Terriffic work on Mr. Hands and the Cyborg as well! incredible sculpting but i can see in the first bust what everyone keeps saying about the busy ness of your work, dosnt mean its not amazingly sculpted, but can be destracting with so much detail. << written so there would be something to crit...ive already concocted a story behind the cyborg in my head sure sign of great work!
Cool stuff Tim, I really like the forms and pose of the brainiac bust, also the colours on the ratman guy are sweet.
Sagat's pretty cool too, although his wrist looks a bit odd in that pose, and his ankles have a bit of a strange shape IMHO.
yea got some real nice stuff goin on in here :> that sagat needs longer legs tho! :DD:D really great work dude ... makes me wanna go sculpting big time
Cheers Mop, yeah Sagat has a heap of niggles, wrists, ankles, forearms, biceps, pretty much everything is fairly rough and thrown in there. I hope to go through and clean each area up but as an alternative to how I normally approach a character this time I am trying to capture a gesture and some tension.
Hopefully it will work out... in the end !
Razorb, yeah I tweaked them, but have since scaled the upper body so they are still a little too short. Definately on the list.
Since you say you are more focusing on the general gesture and tension, I think right now your weighting may be a bit off (for balancing I mean... unless he is in mid-action).
Judging from the views provided, looks like maybe you could bring the weighted leg forward a bit so its more under his butt, and... if you want, you could exaggerate the pose just a bit, maybe bend his spine a bit more to the right (trying to stay balanced).
I know you've just started on this, but I'm just looking at the silhouette / negative space to hopefully make the pose a bit more interesting.
Also... I gotta say I love the new site (first time I've checked it out... it could be an older change) but yuh, love your work man
Cheers guys, JasonLavoie - great feedback.. I will have to post shots from more angles as your crits were great for the last pics and I just realised this wont give you much to go on.
im already getting some issues with the pose in this one from this angle, basically it looks like hes about to punch something but hes not looking at it, his head is too high, and his arm is too far out to the side.
I kinda agree with achmedthesnake... his arms are very INVISIBLE BIKE right now, I think they're too symmetrical - maybe if you pulled his left arm closer in to his side it might seem a bit more like he's doing some sort of planned fighting move.
from the side view, it seems like he's picking flowers int he field or something
if its a punch, like i think it is, the lower arm needs to be closer to the chest. ie. the fist needs to be near the chest, elbow position might be fine. also, the other arm should pull back more, and be a little higher
maybe his body should be a bit more twisted towards the higher arm too, cuz his arm positions seem like he's just about to start releasing his torque
I think you could try to either go for a pose portraying the anticipation of the action before the punch, or the opposite : the long, fluid arc the arm will take after going 'through' Ryu's face. I think the problem currently is that you are trying to nail the moment of impact, wich is not *that* important of a frame as opposed to the anticipation and the follow-up times.
alright. So for the last however long I have been playing games like Deadspace and Fallout 3.. bought gears 2 the other week and decided that the only way I will get this done before Christmas is to only play gears after I am done
Cheers for the feedback - it was spot on, piors post is great advice for anyone trying to create an interesting pose for their character.. and although I don't think I have quite the anticipation that I wanted its getting closer to something I am happy to end with.
Going to spend some time fixing a few things - refining the hands and feet etc
Cheers for the good advice folks. This is starting to grate and I am feeling the need for something fresh... I want to do some rendering practice.. maybe some texturing too so I am not sure whats next.
awesome work Tim (as usual ) !! You should try to import him in max or maya and render with mental or something I'd like to see this piece with a great light setup, it deserves it !
Replies
Hey guys, thanks! The doodle got altered... its different and weird but a big learning exercise. I'll have to start some more doodles soon
And to think Mop once told me to stop making lame puns , because 'he heard those enough already'. I didn't realise he meant to say "from myself".
MRHANDS: "What the hell would I need one for"
what is your confortable software.
Shit, I forgot to work on MR hands... got some Spiderzero resin kits recently and felt inspired to do a bust. The other is a quick play in zbrush.
-Woog
clee101 _ he took about 3/4 hours.. I didn't have a firm direction for him so I meandered while working on him. Definitely something to avoid!
woogity _ its cool, its something I am aware of and I agree some times I need to stop myself and sit back
The new guy is Sagat, I plan on finishing this one with textures et al.. Street for the win!
Sagat's pretty cool too, although his wrist looks a bit odd in that pose, and his ankles have a bit of a strange shape IMHO.
Cheers Mop, yeah Sagat has a heap of niggles, wrists, ankles, forearms, biceps, pretty much everything is fairly rough and thrown in there. I hope to go through and clean each area up but as an alternative to how I normally approach a character this time I am trying to capture a gesture and some tension.
Hopefully it will work out... in the end !
Razorb, yeah I tweaked them, but have since scaled the upper body so they are still a little too short. Definately on the list.
Since you say you are more focusing on the general gesture and tension, I think right now your weighting may be a bit off (for balancing I mean... unless he is in mid-action).
Judging from the views provided, looks like maybe you could bring the weighted leg forward a bit so its more under his butt, and... if you want, you could exaggerate the pose just a bit, maybe bend his spine a bit more to the right (trying to stay balanced).
I know you've just started on this, but I'm just looking at the silhouette / negative space to hopefully make the pose a bit more interesting.
Also... I gotta say I love the new site (first time I've checked it out... it could be an older change) but yuh, love your work man
MOAR PWEZE!
Cheers guys, JasonLavoie - great feedback.. I will have to post shots from more angles as your crits were great for the last pics and I just realised this wont give you much to go on.
ace work anyway
Cool, I did some quick shots from multiple angles as its clearly not reading as intended!
?
or riding and invisible bike..........
I kinda agree with achmedthesnake... his arms are very INVISIBLE BIKE right now, I think they're too symmetrical - maybe if you pulled his left arm closer in to his side it might seem a bit more like he's doing some sort of planned fighting move.
-Woog
looks more like prancing to me? this isnt really the posture for a punch or a knee, he just looks jolly beyond measure.
i was gonna say exactly what Sup just did.
from the side view, it seems like he's picking flowers int he field or something
if its a punch, like i think it is, the lower arm needs to be closer to the chest. ie. the fist needs to be near the chest, elbow position might be fine. also, the other arm should pull back more, and be a little higher
maybe his body should be a bit more twisted towards the higher arm too, cuz his arm positions seem like he's just about to start releasing his torque
just my thoughts
cheers!
I think you could try to either go for a pose portraying the anticipation of the action before the punch, or the opposite : the long, fluid arc the arm will take after going 'through' Ryu's face. I think the problem currently is that you are trying to nail the moment of impact, wich is not *that* important of a frame as opposed to the anticipation and the follow-up times.
Just a thought!
When engaging in a knee strike you tend to keep your arms real close to your chest so you don't leave yourself open to getting royally Hadoukenned!
Either both arms are tucked in tight or one arm is covering the chest and the other is hanging just behind his side.
I'd also angle his head down more to keep his chin from being fractured into a million pieces.
Just my thoughts on a more dynamic pose. Loving the model itself
alright. So for the last however long I have been playing games like Deadspace and Fallout 3.. bought gears 2 the other week and decided that the only way I will get this done before Christmas is to only play gears after I am done
Cheers for the feedback - it was spot on, piors post is great advice for anyone trying to create an interesting pose for their character.. and although I don't think I have quite the anticipation that I wanted its getting closer to something I am happy to end with.
Going to spend some time fixing a few things - refining the hands and feet etc
Dude your muscle sculpts RULE.
Cheers for the good advice folks. This is starting to grate and I am feeling the need for something fresh... I want to do some rendering practice.. maybe some texturing too so I am not sure whats next.
Love your work man, keep it up!
Thanks guys.
couldnt resist another mutie design, inspired by Fallout and some recent gears 2 playage - oh and also by this quasimodo speed sculpt we did at work!
- BoBo