Update:
i made some sort of highpoly and after 30 minutes of rendering it finally made a normalmap
thorugh crazybump i crated a specmap and this is how it looks a the moment (very forggy^^)
edit: unfortuantely zbrush mocked up the head, so i have to redo it later
Its looking pretty good so far the textures are nice as well.
I think you could have pushed the high poly sculpt a bit further. He is a fat dude so you could have sculpted folds in his skin/fat under his stomach and around where the fat and skin would collect. Maybe had the stomach over lap his swim trunks. Also you could have defined his lower legs a bit more as well as his arms.
Oh and post a wire frame render so we can see the polyflow.
Umm, I don't know. He's kinda strange. His body is just so human and his head is so not human. His head just seems to small for the body too.
just seems like a stange mix to me. He needs something else to make it meld together. Webbing between fingers/toes, under arms to lats maybe. Tail maybe. Or a shell, he could be a weird turtle human (not like TMT)
I'm not much of a character artist. The upper body seems built pretty decently, the legs seem akward though. calves too long, thighs too short.
ok, i was dumping around sometime, but now im working on the rig, it still needs some tweaks fir thimbs butt and so on, but itsa already posable^^
So you're not going to fix the model first?
I think it has potential, but some parts really needs som rework, like the muscles.
The thighs are highly defined while the lower part of the legs have none.
And the fat needs to hang more down to make it really look like fat.
anrent you doing the same?
working on skin modifier-> *pose if it works -> delete the pose -> fix bugs ->*
(there arent any muscles on fthe frontside of the foot, they're on the back)
I agree with the previous posts about the neck and more fat folds. It's looking pretty cool though. You should give him flippers and a snorkel. Maybe shrink his head too, that would be awesome.
i need to replace the weights for the tigh bones and the weights for the upper pelvis twist but tehre is no such buttn, and learning maxscript takes some time...
...i like the heads size as is
I think your polycount is much too high for the model, and you got hundreds of polygons there that are not adding anything to the shape - the legs are what, 16 sided?
For the fat belly, you'll want to add more weight to it, at the minute from the front view it's rounded like a squashed ball, whereas you really want it to be more pear shaped.
i reduced the polycount to 5300, but this killed my uvmaps (had to mirror because i couldnt reproduce the other side (made it wrong)
should i try to reduce it again, for both sides equaly or is tehre another way
i laso tryed r3t with new uv set but its gibing me errors all along, i also tried to relaxing the meshes to make them almost look like spheres, and in same shape, but also didnt really work
(i need a modifier to fit one mesh as close to another as possible, but i didnt find something like that)
could use some help there^^
edit: it worked and the uvs are still good
so, now i have ro reskin him, whole rigging work for nothing
Replies
-Andy
i made some sort of highpoly and after 30 minutes of rendering it finally made a normalmap
thorugh crazybump i crated a specmap and this is how it looks a the moment (very forggy^^)
edit: unfortuantely zbrush mocked up the head, so i have to redo it later
and i still have to fix some seams^^
edit: panty-love hrrhrr
i wonder why noone gives critique or something, is it that bad or is it just boring
I think you could have pushed the high poly sculpt a bit further. He is a fat dude so you could have sculpted folds in his skin/fat under his stomach and around where the fat and skin would collect. Maybe had the stomach over lap his swim trunks. Also you could have defined his lower legs a bit more as well as his arms.
Oh and post a wire frame render so we can see the polyflow.
here is a wireshot
just seems like a stange mix to me. He needs something else to make it meld together. Webbing between fingers/toes, under arms to lats maybe. Tail maybe. Or a shell, he could be a weird turtle human (not like TMT)
I'm not much of a character artist. The upper body seems built pretty decently, the legs seem akward though. calves too long, thighs too short.
i'm creating a musclerig for him (after tweaking the anatomy a bit)
creating muscles that deform right is a pain in the ass
So you're not going to fix the model first?
I think it has potential, but some parts really needs som rework, like the muscles.
The thighs are highly defined while the lower part of the legs have none.
And the fat needs to hang more down to make it really look like fat.
working on skin modifier-> *pose if it works -> delete the pose -> fix bugs ->*
(there arent any muscles on fthe frontside of the foot, they're on the back)
i need a function to swap the vertexweights fro one bone to another, because i forgot the twists while rigging the butt
http://img390.imageshack.us/my.php?image=klongaavimpglu4.swf
well, i guess, its to late now
or is tehre a posibility to fix it without destroying teh meshflow?
edit:praise the figure mode
...i like the heads size as is
what do u think?
For the fat belly, you'll want to add more weight to it, at the minute from the front view it's rounded like a squashed ball, whereas you really want it to be more pear shaped.
should i try to reduce it again, for both sides equaly or is tehre another way
i laso tryed r3t with new uv set but its gibing me errors all along, i also tried to relaxing the meshes to make them almost look like spheres, and in same shape, but also didnt really work
(i need a modifier to fit one mesh as close to another as possible, but i didnt find something like that)
could use some help there^^
edit: it worked and the uvs are still good
so, now i have ro reskin him, whole rigging work for nothing
edit:
slower rotation