Hey there all.
I'm not sure if this should be in TT, P&P or WAYWO, so apologies in advance if I put it in the wrong one.
Anyone who read my last blog post, erm... Polycount post, will know I'm fighting a losing battle with myself about whether I should focus on trying to become a Character Artist or an Environment Artist.
After thinking about it, my heart is in character art, but I suck at it. Hard. So I'm trying to improve my skills and working on a little character idea.
I'm having major topology issues, I've looked at a lot of images, notably the great thread over on GA which has plenty of shots of decent edge flow. The problem is, I see great edge flow, but I can't replicate it.
So here's my best effort... how's it looking? Ok? Don't give up your day job? Close Max and never open it again?
It is a base mesh to be sculpted but I figured I'd try to get a good edge flow and topology to a) make sculpting nicer around muscle groups, and b) work on my body modeling skills.
Ignore the actual polycount, I'm aiming for all quads and even distribution.
Crits / paintovers / moral support is all very welcome right now!
Thanks.
![gnomewip1.jpg](http://img14.imageshack.us/img14/3710/gnomewip1.jpg)
Replies
Aww characters are hard!
The worrying thing is, I've been to two courses of life drawing anatomy classes over the last couple of years, I've got at least 4 books on anatomy and artist anatomy on my bookshelf, and I've done quite a few form / value sketches, ecorch
Its more freedom, to move and pull things around that way.
For most of my previous characters I have done the base solely using ZSpheres. As I said though, the two reasons for this one was to define muscle flow prior to sculpting as I find you get nicer results when sculpting certain areas, such as the face around the eyes etc. Although it's obviously entirely possible to sculpt fantastic results from nothing but a sphere as many decent ZBrush users will illustrate.
Mainly though, it was just to practice my skills.
Yeah Perna that's awesome thanks a lot, always great to get some in-depth advice from people who've 'gone through the motions' so to speak.
I did a Google image search for basemesh and this was the first one in the list:
Artists site: http://jang-rana.blogspot.com/
There are 2 things to notice about this model - the nicely defined shapes and the low Polycount. If you were to concentrate on getting the large masses of your model correct you'd progress much faster.
When I've got people in the industry saying things like 'your environment work shows a lot of promise' and other industry pro's saying 'you have a lot to learn about anatomy, go study etc'... it seems insane to even explore the character route further.
I'm gonna drop character art all together, I'm making no progress whereas I seem to be getting somewhere with env stuff.
Anyway, as mentioned in another thread, I need to talk less and post more art.