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WIP: Female Terminator

Hey,

a couple of weeks ago I started working on a female terminator predominantly for ZBrush practice (as I was previously a Mudbox user).

I've started doing some sculpting as well as some hard surface modelling in Max and here is my progress so far.

Any C&C is welcome. Thanks in advance.

sculpt7.jpg

sculpt8.jpg

Replies

  • natetheartist
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    natetheartist polycounter lvl 9
    looks great so far, but her arms are a little anorexic looking from the front.

    Keep up the good stuff
  • Joshflighter
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    Joshflighter polycounter lvl 9
    I find the arms a bit thin. But maybe that's just me. Really nice though.
  • MoP
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    MoP polycounter lvl 18
    Looks like a good start.

    Definitely agree that the arms are too thin - if they make the male terminators really bulked up and muscular, then I find it likely that a female would at least be athletic and well-toned, rather than just very thin.
    I also think the arms are a bit too short - the hand position should fall further down the thigh, rather than near the waist as you have them now.

    The rest of the proportions seem pretty good.
    Cloth folds seem like a good start, but definitely need more definition, they are very blobby right now - sharpen up the creases as you work on them more.

    Keep it up! :)
  • Psyk0
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    Psyk0 polycounter lvl 18
    Lookin good'

    -The back of the skull is too low, it should line up roughly with the ear lobe.

    -Check the size of the hand, it should cover the face when the palm is resting on the chin while the middle finger reaches the hairline.

    -The legs seem a bit too tall compared to the torso, which probably means the crotch is bit too high. Maybe the perspective is playing tricks on me XD.

    Also, personal preference, she's got a bit of a smile going on, but id prefer to see a more neutral expression on her face.

    Proceed.
  • Ged
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    Ged interpolator
    good progress, just a small thing but you might want to push the feet so that they are facing a little more outward and not so parallel, would just be a bit more natural to look at.
  • butt_sahib
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    butt_sahib polycounter lvl 11
    great crits. Definitely work on them if you want a better model in the end :)
  • NiGHTS2o06
    Hey guys, thanks a lot for the crits. Ive done some work on the model, particularly the arm and hand area to help with the proportions before I start adding more detail to the clothes.

    sculpt9.jpg

    Changes made:

    *Length of arm and size of hand (both cybernetic and organic) increased.

    *Radius of arms increased.

    *Position of feet rotated slightly.

    *Length of crotch slightly increased.

    *Length of bicep decreased (they were too long before).

    *Area between neck and hair like straightened to distinguish bottom of hair and back of neck (with the furthest point back across from the ear lobe being the position of the back of the skull).

    * Started added sinew to the mechanical arm to help "bulk" it out a little bit and aid the production of the low poly model.


    I wanted to try and get this as right as possible before I start adding rips and tears to the left arm.
  • NiGHTS2o06
    Right, stumbled into a bit of an issue which has got me a bit stumped. Ive started working on the texture for the model and I can't seem to get the eye looking quite right.

    texture1.jpg

    For some reason, whenever I look at it, it just looks out of place and after looking at loads of 3D.sk references I cant seem to pinpoint what it is thats making it look wrong.
  • Squiggers
    NiGHTS2o06 wrote: »
    Right, stumbled into a bit of an issue which has got me a bit stumped. Ive started working on the texture for the model and I can't seem to get the eye looking quite right.

    texture1.jpg

    For some reason, whenever I look at it, it just looks out of place and after looking at loads of 3D.sk references I cant seem to pinpoint what it is thats making it look wrong.

    Hmm, i think I can tell you what it is.

    Its that the metal is going too far up the head - its not in proportion with the other side of the head, if that makes sense? It doesn't follow the bone/skin structure on the other side of the head, so thats probably why.
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