The wrinkles repartition is way too uneven ... but it really is just a test, to see if the type of clay/plasticine I used behaves well for mold making.
Need some help, cant decide on what kind of horns i want for my demon. Im going for a pretty classical demon look but i am having some trouble deciding where i want to go. Obviously both these are just basic shapes and lacking any sort of detail:
Of course... Here you go I could use some help on my edge flow.
ANP you should try to maintain a more consistent edge density across your control mesh. There are lots of very low density areas where you are asking the subdivision to create major forms, you don't have much control when you work that way. Instead try and use a lot more edges and be more intentional with their placement. The control mesh should look almost like the smoothed result.
ANP you should try to maintain a more consistent edge density across your control mesh. There are lots of very low density areas where you are asking the subdivision to create major forms, you don't have much control when you work that way. Instead try and use a lot more edges and be more intentional with their placement. The control mesh should look almost like the smoothed result.
Thanks for the feedback AlecMoody. I'll sort my edge flow out and post an update soon!
The wrinkles repartition is way too uneven ... but it really is just a test, to see if the type of clay/plasticine I used behaves well for mold making.
Cool! Is that sculpy you're using though?
Edit: Ok, I missed the last part of your text. :S
The wrinkles repartition is way too uneven ... but it really is just a test, to see if the type of clay/plasticine I used behaves well for mold making.
looks realy nice, i want to try doing real clay modeling sometime do you know any good beginner tutorials for it? Like what kind of clay you should use tools and basic techniques.
Stated messn with the hair today. Im still working on it, but what do you guys think?
edit: I just noticed dome harsh peaks on the top of the head I need to smooth out
Hot! Also, reminds me ALOT of Kaitlin from Freakangels: http://www.freakangels.com/?p=522&page=2 (shown therein crazy colours because of that strip, but usually even more similar.)
looks realy nice, i want to try doing real clay modeling sometime do you know any good beginner tutorials for it? Like what kind of clay you should use tools and basic techniques.
I'm a big fan of polymer clay sculpting. You can go over to the sculpting section of conceptart.org. They have a fantastic traditional sculpting section. Check out smellybug's tutorials. That guy isn't human....
Heres a maya grab of Psymon so far normal, AO and base colours only. lots to do and change up still
This is awesome! I was just talking about SSX yesterday and how good it would be if they made a current-gen version!
I'm not sure if this has been mentioned/addressed before but I think the boots need to be beefed up a lot, for two reasons;
Firstly, snowboard boots are huge. Really huge. I don't know if you're a snowboarder but when I've got my boots they literally look massive, like gears of war/ut3 boots massive.
Secondly, it looks kinda odd how the pants are creasing out at the bottom over those skinny little boots. If you sized up the boots some, it seems like it would look fine.
Also I think it would just help with the silhouette, when you see an image of a snowboarder, 2D or 3D, realistic or stylized, they usually emphasise that 'flare out' from the upper leg down to the big width of the boots, whereas right now your Psymon's legs look nice and solid long the leg and then taper off into these little shoes.
Great work though and I'm definitely looking forward to seeing this progress!
cheers man I was thinking it looked weird but Ive sized up the boots like you said and it looks miles better now, will play with the flare of the trousers when texturings further on
Replies
The wrinkles repartition is way too uneven ... but it really is just a test, to see if the type of clay/plasticine I used behaves well for mold making.
Currently stands at 914 Polys
Of course... Here you go I could use some help on my edge flow.
ANP you should try to maintain a more consistent edge density across your control mesh. There are lots of very low density areas where you are asking the subdivision to create major forms, you don't have much control when you work that way. Instead try and use a lot more edges and be more intentional with their placement. The control mesh should look almost like the smoothed result.
Thanks for the feedback AlecMoody. I'll sort my edge flow out and post an update soon!
Nice, me likes the bowtie
Cool! Is that sculpy you're using though?
Edit: Ok, I missed the last part of your text. :S
Image links to the full size version.
edit: I just noticed dome harsh peaks on the top of the head I need to smooth out
looks realy nice, i want to try doing real clay modeling sometime do you know any good beginner tutorials for it? Like what kind of clay you should use tools and basic techniques.
ENODMI : very nice, like the hairs.. the rest of the character is also kick-ass.
polygunz: funny dickhead. I also did one time ago. http://www.bischoffart.com/art/pi.jpg :P
Hot! Also, reminds me ALOT of Kaitlin from Freakangels:
http://www.freakangels.com/?p=522&page=2 (shown therein crazy colours because of that strip, but usually even more similar.)
Enodmi is that for a project or just personal work?
my first character-concept and my first post in this thread, c&c please (wip)
Heres a maya grab of Psymon so far normal, AO and base colours only. lots to do and change up still
That is a damn sweet cube
Heres something im making as homework ^^
wanted to make a shadow character.
ENDOMI: I like this hair. She reminds me of Dorothy from Big O all in all, which is very cool. Keep it up ;D
weapon work:
moof: kick, ass, man!
I'm a big fan of polymer clay sculpting. You can go over to the sculpting section of conceptart.org. They have a fantastic traditional sculpting section. Check out smellybug's tutorials. That guy isn't human....
I need to do another sculpt. It's been too long
edit: 2200 tris
I've been screwing around with UDK particles
[ame]http://www.youtube.com/watch?v=aF_ECFIUV3I[/ame]
fuck:poly127:
yes:poly124:
love SSX3 and been dreaming about animating some SSX style tricks and stuff :poly142:
been wanting to do a Kaori myself actually.. :poly136:
This is awesome! I was just talking about SSX yesterday and how good it would be if they made a current-gen version!
I'm not sure if this has been mentioned/addressed before but I think the boots need to be beefed up a lot, for two reasons;
Firstly, snowboard boots are huge. Really huge. I don't know if you're a snowboarder but when I've got my boots they literally look massive, like gears of war/ut3 boots massive.
Secondly, it looks kinda odd how the pants are creasing out at the bottom over those skinny little boots. If you sized up the boots some, it seems like it would look fine.
Also I think it would just help with the silhouette, when you see an image of a snowboarder, 2D or 3D, realistic or stylized, they usually emphasise that 'flare out' from the upper leg down to the big width of the boots, whereas right now your Psymon's legs look nice and solid long the leg and then taper off into these little shoes.
Great work though and I'm definitely looking forward to seeing this progress!
Poor bloke needs more of this:
http://www.polycount.com/forum/showpost.php?p=1242726&postcount=9508