Modeling seems pretty solid, so nothing to crit technically, I just think it lacks character, not meaning to sound harsh but it looks a bit generic and uninteresting. Did you think of a concept beforehand or did you model it on the go?
Couple of quick comments:
- Neck looks a little thick. I know it's like this on the concepts, but it just seems a bit too thick in comparison to the rest of the anatomy.
- Too symmetrical. Its obvious this guy's mirrored.
First off, I'd have made your thread title a little more interesting / descriptive.
First thing that strikes me is the feet - right now, it's as if you couldn't decide between separating the toes or not, and it's feeling neither here nor there. Either go for obviously joined (maybe some semi-translucent webbing or something), or define the spacing between them.
Also, the shoulders and overall posture seem very drab. I'd push the shoulders back and really accentuate the dynamism of the pose, give it more of a proud stance and it'll give the character more presence.
On the second iteration of the first design, I'm not sure about the defined musculature that close to the crotch, either. I know it's tempting to do something with areas that lack definition, but try to think about what those muscles would be used for. You've also lost some of the definition between the legs and pelvis, too.
the design looks cool from the front but I'd have to say in the side view it's lacking some shape... looks kinda flat and stiff, especially on the head, thighs and forearms. Parts of the design suggests a more human like anatomy on the thighs and upper arms, and that's what I'd expect by looking at it, atleast in the silhouette. I'm not a big fan of the big crease going straight down on the front and back of the thighs. The fingers could use a little more interesting shape aswell.. maybe more fingery with a suggestion of long pointy nails or something...
anyways, sorry for not giving better suggestions on how to improve it but I'm in a hurry and just wanted to write down my thoughts
first thing i looked at it was your fingers they look a little bit weird, but man i love the blue glowy colors you got going on there ! i would change your hands back to your original one they look more promising
awesome work! I think maybe the eyes seem a little big? Other than that, great looking texture work and model! yes, wires would be great to see as well.
Man, this is really impressive! Congrats on your improvements in this thread!
The main reason the eyes look a bit off is because he has no eyelashes and the Iris is a bit large and sitting unnaturally in the eye. It gives him a bit of a crazy eye look. See the image below as reference for a natural eye placement...
See how the bottom of the iris is at the lower eyelid, and the top of the pupil is at the upper eyelid. You should always make your eyes rest this way as it looks the most natural on humans.
I like how you have a shadow going on the upper part of they eye, coming from the eye lid. This is also key and you got it just right.
The only other thing I would do is bump up your normals on the eyebrows. They look a bit painted on and flat atm. Just select your eyebrows in your normal map, go to the channels there and clamp the levels, (channel by channel R,G,B) up a bit and you should be good.
Again great job, Keep going!
[Edit] oh yeah, and I probably don't have to mention it, but to handel the eye lashes I would just use a simple plan with alpha to make hairs. You would probably assume this, but I just thought I would be clear on that point.
Awesome work! I think the filters you put on later are making it harder to see what the model looks like, but it does look cool . I really like the contrast between flat surfaces (pecs) and wrinkly stuff (thighs), but I wonder why it's there. He also seems to have a really wrinkly face, but why? are those war-wounds, or was does his skin have very different properties than ours?
keep it up!
@ Japhir
Thx for the crits.
To be honest i did't want to model the body, but when i saw the way how head turned out i decided to model the whole model
Actually it is just practice before DW. I really want to find out the best way how to model wrinckles and folds how details connect with rough forms and so on.
I think some gratz are in order here man, looking back at the first page of this thread, to this last shot - theres alot of improovement clearly visible. Much better forms in this goblin!
Thanks a lot Hazardous!
Hera i am again with some low poly shots.
Just trying to find a texture idea to this one. so here it is, rendered with 3 point shader.
This model conteins somthing about 8k tris at the moment.
Great work! I agree that the bandages seem a bit out of place, almost like they are emitting light or something? maybe try dimming the brightness of the diffuse.
Replies
Thanks. Here is concept, not mine actually
- Neck looks a little thick. I know it's like this on the concepts, but it just seems a bit too thick in comparison to the rest of the anatomy.
- Too symmetrical. Its obvious this guy's mirrored.
an old one (still WIP actually)
and a new one
First thing that strikes me is the feet - right now, it's as if you couldn't decide between separating the toes or not, and it's feeling neither here nor there. Either go for obviously joined (maybe some semi-translucent webbing or something), or define the spacing between them.
Also, the shoulders and overall posture seem very drab. I'd push the shoulders back and really accentuate the dynamism of the pose, give it more of a proud stance and it'll give the character more presence.
On the second iteration of the first design, I'm not sure about the defined musculature that close to the crotch, either. I know it's tempting to do something with areas that lack definition, but try to think about what those muscles would be used for. You've also lost some of the definition between the legs and pelvis, too.
Keep going!
Will crit more when it comes down that awesome tube of productivity a little bit more!
anyways, sorry for not giving better suggestions on how to improve it but I'm in a hurry and just wanted to write down my thoughts
good job none the less
could you post wires?
will post texture flats and wires a bit later.
some shading bug. Hate it, but don't know how to fix...
How to change thread's name?)
The main reason the eyes look a bit off is because he has no eyelashes and the Iris is a bit large and sitting unnaturally in the eye. It gives him a bit of a crazy eye look. See the image below as reference for a natural eye placement...
See how the bottom of the iris is at the lower eyelid, and the top of the pupil is at the upper eyelid. You should always make your eyes rest this way as it looks the most natural on humans.
I like how you have a shadow going on the upper part of they eye, coming from the eye lid. This is also key and you got it just right.
The only other thing I would do is bump up your normals on the eyebrows. They look a bit painted on and flat atm. Just select your eyebrows in your normal map, go to the channels there and clamp the levels, (channel by channel R,G,B) up a bit and you should be good.
Again great job, Keep going!
[Edit] oh yeah, and I probably don't have to mention it, but to handel the eye lashes I would just use a simple plan with alpha to make hairs. You would probably assume this, but I just thought I would be clear on that point.
Thanks!I will try to fix that next weekend.
Baddcog
thanks, man.
texture progress
and some sculpting fun
C&C are welcome)
keep it up!
Thx for the crits.
To be honest i did't want to model the body, but when i saw the way how head turned out i decided to model the whole model
Actually it is just practice before DW. I really want to find out the best way how to model wrinckles and folds how details connect with rough forms and so on.
Sry for my english
Good sculpting skills. My crit would be that his forearms and hands are a bit to big compared to the biceps.
Thx. yea. you are right
Keep going!
Hera i am again with some low poly shots.
Just trying to find a texture idea to this one. so here it is, rendered with 3 point shader.
This model conteins somthing about 8k tris at the moment.
I've made a smaaall update today
EPIC MAN IS EPIC.
@killericon
i used zbrush max and ps