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DWIV - 3D - Ryguy4377

Thought I'd jump in and try this...better late than never I suppose. Anyways, here is my [very rough] initial concept:
concept1l.jpg

I'm thinking Norm/Stalker.

Now that I have that out there, I'm going to start working on a base mesh right away (as I'm already late, I'll need all the time I can get). I'll post updates as I make progress, comments/crits are welcome. This will be my first DW experience, so we'll see how it goes :).

Edit: really quick update showing progress on the basemesh (still WIP, obviously) as well as a quick, rough paintover to show where I'm going with it:

wipmodelpaintover1.jpg

Replies

  • c023dev
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    c023dev polycounter lvl 8
    Hi

    If your planning to sculpt on this I'd recomend you use a simpler basemesh.

    you don't need the belt or foot armor in at this point. Most peeps just go wit a very simple boxed model with evenly spaced polys, quad only...

    makes it more intuitive wo work with when you have no details in the basemesh.

    And try to give him a more natural T-Pose to help you feel the anatomy and get a better sense of the body

    Good Luck!
  • ryguy4377
    Hey, thanks for the input :).

    Edit: another basemesh update....I tried to relax the T-pose a bit for now, and I've watered down the density of the foot armor/belt geometry (I'm probably going to end up only sculpting in small details versus major features so I've left some of that other geometry in). Also, I'll be doing the hair with opacity maps + quads...so I'm going to wait on that until I do any sculpting.

    basemesh_update1.jpg
  • ryguy4377
    Been a little while since I've updated....anyways, I've started on working in some details:
    hipoly_update1.jpg

    and here is yet another quick paintover:
    hipoly_update1_paintover.jpg

    Still working on this though, so once I get a little further along I'll update again.
  • Killaball
    Hey ryguy

    I like the idea you got here, sort of a phantom of the opera feel to it. But and there is always a but, it looks like you jumped straight to details and did not focus on your character anatomy.

    Im sorry to say at the moment it just looks like the character's arms and legs are just tubes attached to the torso. My suggestion is to bring down the sub divisions again to 1 or 2 so you can not focus on the details and work on the anatomy a little. Even if this guy is meant to be very skinny you would still see muscle definition.
  • ryguy4377
    Killaball wrote: »
    Hey ryguy

    I like the idea you got here, sort of a phantom of the opera feel to it. But and there is always a but, it looks like you jumped straight to details and did not focus on your character anatomy.

    Im sorry to say at the moment it just looks like the character's arms and legs are just tubes attached to the torso. My suggestion is to bring down the sub divisions again to 1 or 2 so you can not focus on the details and work on the anatomy a little. Even if this guy is meant to be very skinny you would still see muscle definition.

    Hey, thanks for the input...I see what you mean now that you mention it, and it's as you said, I probably did jump the gun on moving to the details too quickly. I'll try to work on that before I do any more.

    And no need to be sorry...I'm really actually pretty new to character work in general so my main reason for even starting on an entry here is to pick up tips from you people :).
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