The way the bicep runs, and flows into the elbow seems like an impossible twist.
Try posing your arm like that and see how the shapes flow, how muscles and how the bicep is in rotation to the lower arm.
Right now it looks like your bicep is rotated unrealisticly to the lowerarm.
Also rechecking the lenght might be something.
The eyebrows seem to curve straight in from the forehead, though they really level out before curving in.
His chest is too inflated on the top.
I would fool around with the ribcage and pelvis area to get some more shape going.
Same would be fore the elbow area, make it curve in and out, follow the lines.
The transition between chest and shoulder could be pushed in more,
maybe, in some places the j sounds like and h since the h is silent.... but i doubt it.... I think the weapon sucks, mostly because it's not interesting at all and looks poorly made... Maybe you should look at reference.
this actually doesn't look all that bad to me... i feel it has somewhat of a stylized look. like a weird french look or something... some of your sculpt detailing isn't really doing it for me mainly his shirt area looks pretty bad, i'd spend some more time making that area work better. the thin threads and puffy seam there and the awkwardly hung strap, doesn't really work for me. the necklaces are fine... the wrinkles on his face mask are a little lumpy and the forms aren't really what i'd consider good wrinkles, but it could work. the shoulders kinda abruptly bulge from his arms, his head looks blocky, but again, i think all this could work out in some way... pretty interesting sword. i definitely get like a loose weird french or japanese chartoon concept feel from this dude, where their story hardly connects and usually involves taking a not so serious topic very serious and some fucking weird shit interrupts what seemed to be a fairly normal story.
thanks guys, I really needed some direction on this.
sef: ostensibly
rens: thanks a lot man, I knew some of those things looked a bit off but I was ignoring them out of laziness. I'll tweak.
kp: you were especially helpful. I was kinda sticking with a shirt design from my concept that really doesnt work in real life. I'm gonna rethink that. I like french art so I'm happy with the comparison.
sage, yea, the weapon isn't done yet. I'll look to detail it. Hopefully I can turn it less sucky.
jasonL: that final pass of polish is always hard for me. I'll give it a go.
LOM: this was my old domwar4 entry, that I would now like to turn into a portfolio piece. When I posted where I was at before for the dom war I got no replies So, this is a nice improvement
Anyways, right now I'm thinking, scrap the shirt design, and change it to some sort of vest or armour. Possibly lose the shield on his back and the cape so I can concentrate more on clothing without them getting in the way. also pouches, sheathes for leg. Legs are pretty plain. cloth coming from under helmet? Sandals are a thought. They'd be fun to animate. Hand ornamentation. Get rid of the strap. meh. we'll see. Maybe. Design is a big weakpoint for me...
I dunno why I'm having trouble with this model... At this rate I'll be done in 3 years..
cape and shield go, sword stays. Trying to figure out some other armour-y things i can put on him so he doesn't just have a helmet. Or maybe I'll lose the helmet eventually... I'm thinking i'll make him a satchel of some sort. Gloves maybe too.
Various things need more detail but my computer commits suicide when I subdivide it... jajaja
Move the top of his biceps a bit down and to the center of his mass (aka 45 degrees south west) and do the same for where the biceps meets the forearm (not the elbow side, the other one). I realzie this may nto make much sense thuogh -_-
What I'm trying to say is detach the biceps from the shoulder a bit more (keep the shoulder in that heigh, lower the biceps) and make his inside (the pit) of the elbow a bit, uh better? Might also need a bit longer biceps.
Finally, I like it, but it pisses me off that he's not wearing any shoes. He looks like he lives in a world with rough terrain or something, so his feet are going to be hurting like this.
Also, can you make the knee-pads and thigh-pads a bit more defined? Like the ones in the shuolder for example.
ok you want thoughts. My thoughts were why is there a plaster over his nose makes him look silly? what material are those clothes they all look like thick vinyl or plastic - get some hard folds in there where they are needed. The detail eg the lines on the shirt and shapes on the trousers knees etc are all very subtle like your not really sure of the design or concept or maybe you just havent gotten round to that definition of forms yet.
Proportions are out of whack. Shoulders protrude weirdly, upper arm is too short, lower arm is too long, legs are too long, chest is too high, hips are too high. Brows lacks correct anatomical structure, looks like a visor going around his head instead of an extrusion out from the orbital cavity.
t4pan: I "think" I might just maybe get what you're saying. I'll work on it. I'll also give him sandals for you and define the pads better.
ged: I'll try to make the cloth over his nose better defined. I was thinking their material was leather-ish, but I'll try and get some harder folds in there. I don't want to overdo it because really defined folds look weird when it's animated and they don't move.
suprore: I'm not sure I agree with you on most of it, but your thoughts did point out some things that could use adjusting.
Does anyone else agree with suprore on the proportions??
Xaltar's paintover is an improvement, although I still think the silhouette is quite boring. You should really exaggerate the stuff like the folds and the places where cloth is pulled in (especially around that belt).
This is a fairly cool character design, at least a bit original, so i think it'd be worth exaggerating the style a bit more to get something even fresher. Right now it's all very "tubular" if you know what I mean.
Also I'm not sure why you changed his top, IMHO the original image in this thread had the best costume, it's just got more boring as the thread has progressed and you've removed stuff...
What's the end goal with this guy? Does he have a backstory? Where did all his cool gear and costume go!?
give the man some hips, he is too top heavy now, wide chest and tiny legs and no hips. also his arms appear to be a bit too short, but hard to tell from the odd pose,
xaltar: thanks for the paintover, I really appreciate you taking the time to do it.
zacd: workin on it
attackattack: thanks
mop: solid points all around, I'll continue to keep it in mind. silhouettes... you're kinda right, so we'll see if I come up some interesting gear to break it up some more. I changed the shirt because in the end.. it really just wasn't working for me It was kinda emo rocker-ish not particularly believable as a real shirt to me. Maybe I just needed to push it further, but I'm happy I changed it up.
My end goal with this guy is to have a really solid character built that I'll eventually use for some fun animation examples I have in my head. That and portfolio of course...
johnnyraptor: yea i tried to work on that, thanks!
Anywho, still pluggin away on this in my spare time. Changed the saw toothed sword into more of a dagger sized blade, and gave it a sheathe. Mainly I did it because I want to animate this guy and I fucking HATE pulling long blades from sheathes without the blade clipping or putting the arms in weird ass positions. Damn near impossible.
The backpack I gave him is gonna be scrapped. I don't like it design wise and it needs to work better as something with only one strap. Gonna build it sub-d this time and implement the mystery cylinder into it's design.
Also planning some arm guards/gauntlets.
Anyways, not polished still, but it's an improvement.
Thanks for all the help guys, all your comments definitely got my brain moving again.
what is that sausage like thing around his neck line of the shirt? sword and backpack look good, shirt and pants are still a bit meh, the shapes and details are tool soft the folds at his midrif are good. keep at it.
Concerning the new items, it bothers me that he has a bandolier backpack strap, but a regular double shoulder strap backpack. That is bs, and you know it; the pack and everything under it would be pulling away from his left hip.
Go one way or the other, either he has a back pack with shoulder straps that sits vertically symmetrical on his back, or he has a bandolier and the pack is rotated in line with the bandolier.
fuck guys i feel like this whole project has been a train wreck. Looking back at this thread it's terrible how bad my proportions were. I'm generally better than this...
Regardless I've moved on and I don't hate looking at it anymore
low poly-d, baked a normal map, added a half finished rig, and a 3/4 finished texture. It stands at around 8.3k tris and has full facial animation. I'm tossing this on the backburner again for a while. I'll revisit and fix errors like those terrible looking arms... and squeaky clean feet once I've done some other work and gotten some fresh eyes.
Replies
Try posing your arm like that and see how the shapes flow, how muscles and how the bicep is in rotation to the lower arm.
Right now it looks like your bicep is rotated unrealisticly to the lowerarm.
Also rechecking the lenght might be something.
The eyebrows seem to curve straight in from the forehead, though they really level out before curving in.
His chest is too inflated on the top.
I would fool around with the ribcage and pelvis area to get some more shape going.
Same would be fore the elbow area, make it curve in and out, follow the lines.
The transition between chest and shoulder could be pushed in more,
hope that gives you some ideas
But seriously it isn't THAT bad. Could you provide more information on why you done this?
sef: ostensibly
rens: thanks a lot man, I knew some of those things looked a bit off but I was ignoring them out of laziness. I'll tweak.
kp: you were especially helpful. I was kinda sticking with a shirt design from my concept that really doesnt work in real life. I'm gonna rethink that. I like french art so I'm happy with the comparison.
sage, yea, the weapon isn't done yet. I'll look to detail it. Hopefully I can turn it less sucky.
jasonL: that final pass of polish is always hard for me. I'll give it a go.
LOM: this was my old domwar4 entry, that I would now like to turn into a portfolio piece. When I posted where I was at before for the dom war I got no replies So, this is a nice improvement
Anyways, right now I'm thinking, scrap the shirt design, and change it to some sort of vest or armour. Possibly lose the shield on his back and the cape so I can concentrate more on clothing without them getting in the way. also pouches, sheathes for leg. Legs are pretty plain. cloth coming from under helmet? Sandals are a thought. They'd be fun to animate. Hand ornamentation. Get rid of the strap. meh. we'll see. Maybe. Design is a big weakpoint for me...
("Another hotlink attempt foiled!")
You guys can't see the image in my last post? It's a link from my website for cryin out loud...
also, I'm here at work, and I still can't see any hotlinking problem... wtf eh
cape and shield go, sword stays. Trying to figure out some other armour-y things i can put on him so he doesn't just have a helmet. Or maybe I'll lose the helmet eventually... I'm thinking i'll make him a satchel of some sort. Gloves maybe too.
Various things need more detail but my computer commits suicide when I subdivide it... jajaja
What I'm trying to say is detach the biceps from the shoulder a bit more (keep the shoulder in that heigh, lower the biceps) and make his inside (the pit) of the elbow a bit, uh better? Might also need a bit longer biceps.
Finally, I like it, but it pisses me off that he's not wearing any shoes. He looks like he lives in a world with rough terrain or something, so his feet are going to be hurting like this.
Also, can you make the knee-pads and thigh-pads a bit more defined? Like the ones in the shuolder for example.
t4pan: I "think" I might just maybe get what you're saying. I'll work on it. I'll also give him sandals for you and define the pads better.
ged: I'll try to make the cloth over his nose better defined. I was thinking their material was leather-ish, but I'll try and get some harder folds in there. I don't want to overdo it because really defined folds look weird when it's animated and they don't move.
suprore: I'm not sure I agree with you on most of it, but your thoughts did point out some things that could use adjusting.
Does anyone else agree with suprore on the proportions??
And raise the crotch/pelvis area a little, I missed that in the PO, the pants design threw me off.
the fingers appear too long except the thumb (maybe I'm wrong about the fingers)
This is a fairly cool character design, at least a bit original, so i think it'd be worth exaggerating the style a bit more to get something even fresher. Right now it's all very "tubular" if you know what I mean.
Also I'm not sure why you changed his top, IMHO the original image in this thread had the best costume, it's just got more boring as the thread has progressed and you've removed stuff...
What's the end goal with this guy? Does he have a backstory? Where did all his cool gear and costume go!?
zacd: workin on it
attackattack: thanks
mop: solid points all around, I'll continue to keep it in mind. silhouettes... you're kinda right, so we'll see if I come up some interesting gear to break it up some more. I changed the shirt because in the end.. it really just wasn't working for me It was kinda emo rocker-ish not particularly believable as a real shirt to me. Maybe I just needed to push it further, but I'm happy I changed it up.
My end goal with this guy is to have a really solid character built that I'll eventually use for some fun animation examples I have in my head. That and portfolio of course...
johnnyraptor: yea i tried to work on that, thanks!
Anywho, still pluggin away on this in my spare time. Changed the saw toothed sword into more of a dagger sized blade, and gave it a sheathe. Mainly I did it because I want to animate this guy and I fucking HATE pulling long blades from sheathes without the blade clipping or putting the arms in weird ass positions. Damn near impossible.
The backpack I gave him is gonna be scrapped. I don't like it design wise and it needs to work better as something with only one strap. Gonna build it sub-d this time and implement the mystery cylinder into it's design.
Also planning some arm guards/gauntlets.
Anyways, not polished still, but it's an improvement.
Thanks for all the help guys, all your comments definitely got my brain moving again.
the puffy collar is a puffy material of unknown puffiness. I'll try and define it a bit more for ya in the next iteration.
The new proportions look better.
Concerning the new items, it bothers me that he has a bandolier backpack strap, but a regular double shoulder strap backpack. That is bs, and you know it; the pack and everything under it would be pulling away from his left hip.
Go one way or the other, either he has a back pack with shoulder straps that sits vertically symmetrical on his back, or he has a bandolier and the pack is rotated in line with the bandolier.
Regardless I've moved on and I don't hate looking at it anymore
low poly-d, baked a normal map, added a half finished rig, and a 3/4 finished texture. It stands at around 8.3k tris and has full facial animation. I'm tossing this on the backburner again for a while. I'll revisit and fix errors like those terrible looking arms... and squeaky clean feet once I've done some other work and gotten some fresh eyes.
peace!
also, thought you might want to see the first model i posted on polycount back in the day.
http://img.photobucket.com/albums/v223/aeson/soold.jpg
The new version is a nice improvement