Yeah, sorry I am posting the image now. I wasn't aloud to because my account was being reviewed
[URL="file:///C:/Users/carlton/Desktop/images2/damndog.tif"]
[/URL]
Yeah, sorry I am posting the image now. I wasn't aloud to because my account was being reviewed
[URL="file:///C:/Users/carlton/Desktop/images2/damndog.tif"]
[/URL]
lol, I like how you gave us an update that you're posting the image...but no image!
it looks like you subdivided your mesh a ton before sculpting on it. It's a lot better to work from the lowest subdivision, sculpting a bit then subdividing once you need to add more detail. also reference reference reference. i know very few people who are good enough to free sculpt without reference and have it look good. anyways, hope it helps, seeya in school tmw!
Usually when you want to create a creature that's this complex, it's best to concept it first especially if it's for a specific environment. Like Denny said, it's best to work in a lower subdivision, and then dividing when you want to sculpt more detail. The matcap you're using is okay, but personally I prefer matcap gray. Also, post up some animal references you were using for this if you have. If you haven't, I'd suggest it would help a lot.
daphzart and terrabite are right, you need to sculpt level by level and then worry about the wrinkles/pores/scales/whateverthefuck at the very end.
You made this creature up, right? My biggest problems with it right now is that the tail you gave him looks like a bulldog tail...I think it would look better if it had a longer tail.
Also...the paws/toes...what are you going to go with? It kinda looks like paws but you haven't started defining any toes. Also the nails look more like spikes than anything. For the nails look up some Velociraptor claws, those things are pretty vicious looking.
Also..on his front legs you gave him human biceps and deltoids. I'm no export in animal anatomy but I don't think they have such human looking biceps/deltoids...I mean, this thing has a freaking elbow and forearm muscles!
Another thing is to make sure you keep your basemesh a bit more unified. You're already getting places with more detail than other...for example look at the veins/wrinkle things on his neck...and then look at the ones one the forearm. The neck ones are looking pixelated compared to the forearm ones and you can see that in the base mesh. The forearms are more dense then the neck.
Additionally the head. Think of Turtle, the predator, pit bull and the first bad guys from halo 1. basically a hooking bottom jaw, and a bone/meat shearing beak, molars in back for chewing. Strong neck for holding a lock.
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i died laughing
[URL="file:///C:/Users/carlton/Desktop/images2/damndog.tif"]
[/URL]
lol, I like how you gave us an update that you're posting the image...but no image!
Use imageshack.us to host your pictures plox
Damn, that's pretty awesome!
Edit: If anyone says that they can't see the image, there might something wrong with their internet connection. I see it just fine.
It's a beast sharing an environment, am I correct?
Wassup homie?
http://imageshack.us/
*gay wink*
Ok...back on topic...
stonedove- I think it needs more stretch marks.
Hah, Maddy, this is 8BitSnackAtack from Plan B.
Hey! Haha nice to see a fellow Plan B-er!
it looks like you subdivided your mesh a ton before sculpting on it. It's a lot better to work from the lowest subdivision, sculpting a bit then subdividing once you need to add more detail. also reference reference reference. i know very few people who are good enough to free sculpt without reference and have it look good. anyways, hope it helps, seeya in school tmw!
daphzart and terrabite are right, you need to sculpt level by level and then worry about the wrinkles/pores/scales/whateverthefuck at the very end.
You made this creature up, right? My biggest problems with it right now is that the tail you gave him looks like a bulldog tail...I think it would look better if it had a longer tail.
Also...the paws/toes...what are you going to go with? It kinda looks like paws but you haven't started defining any toes. Also the nails look more like spikes than anything. For the nails look up some Velociraptor claws, those things are pretty vicious looking.
Also..on his front legs you gave him human biceps and deltoids. I'm no export in animal anatomy but I don't think they have such human looking biceps/deltoids...I mean, this thing has a freaking elbow and forearm muscles!
Another thing is to make sure you keep your basemesh a bit more unified. You're already getting places with more detail than other...for example look at the veins/wrinkle things on his neck...and then look at the ones one the forearm. The neck ones are looking pixelated compared to the forearm ones and you can see that in the base mesh. The forearms are more dense then the neck.
Thanks all for the advise.
Looks like you just subdivided like crazy...didn't work on the body and then just started adding feathers.
thinking about military protection at one point.