Still though you're concept has the proportions figured out well, the model is just a bit large. Also, you might want to add the sort of S-shaped curve to the bottom of the lower jaw, and bulge it out a bit where the jaw connects to rest of the skull
Just throwing some stuff out :P
Could you perhaps do a paint over or make a correction sheet to better illustrate your idea?
Thanks dude! I was actually taking all of what you said into account before you posted. I just need to mess with the lower jaw some more and may when I get back from school I can provide you with a side view render so you can see that I have worked on the S-shaped curve you're talking about.
Hey guys I'm having a bit of trouble with the leg. In my side reference I have the leg in a neutral pose and in the concept he has a more of a bird like leg. I plan on having an animator rigging this dude so which leg do you think will benefit me the most in the long run?
Looking at your last pic, it kind of seems like the leg is a bit compressed. Maybe look at having it be a bit longer. Looking at your concept, there's more of a dynamic shape and more tapering at the bottom of the calf area.
Can you post some perspective shots and other angles of his calves? Right now they don't look like they have any muscle and were only modeled from the side view or something.
I'm going to add the muscles and stuff later. Right now I just wanted to get the shapes and proportions just right. I still have to do a little more work on the leg from the front view and I think I can then go into more detailing.
The head is better now but i'm not understand why the legs are so big !! look this ref , the legs have a small silouhette but it work perfectly...
The legs are so big because this creature has a lot more bulky muscles on it therefore (realistically) must be big enough to support such a huge muscular body.
This creature takes more after a V.Rex from King Kong than a regular tyrannosaur. I also must stay true to the concept and I believe the legs are pretty bulky in that as well.
Hey guys I ran into a little problem. It turns out that flab of skin that connects the top jaw with the bottom jaw is a little messed up. When I was connecting it to the mouth in my 3d modeling program it turns out there were some hidden polygons underneath the actual jaw. Is there a way to fix this in Zbrush?
make another copy of the subtool ("duplicate" under the subtool menu) then delete its upper subdivision levels and then delete the extra faces that you originally wanted to get rid of. Now subdivide the new subtool up to the same level as your original, Now you can use "projectall" under the subtool menu to recapture the detail you lost when you deleted the upper levels. You may get some strange issues with reprojecting the detail, so you may want to store a morph target and use the morph brush to clean up any errors, reproject and repeat
make another copy of the subtool ("duplicate" under the subtool menu) then delete its upper subdivision levels and then delete the extra faces that you originally wanted to get rid of. Now subdivide the new subtool up to the same level as your original, Now you can use "projectall" under the subtool menu to recapture the detail you lost when you deleted the upper levels. You may get some strange issues with reprojecting the detail, so you may want to store a morph target and use the morph brush to clean up any errors, reproject and repeat
Zbrush always crashes when I try to project the two meshes on their highest subdivision level.
Well guys looks like I'm throwing the towel in. I've tried for about 14 hours to try and fix this, but everything I try to it fails. Everything projects fine but there are some projection errors and the morph brush isn't doing anything.
I really enjoy this and would love to see it finished. I know the head anatomy you're following is due to the concept art, but are you going off any other references?
I ask this because I'm also working on a dinosaur like creature, and I'm still in the concept stage, compiling lots of dinosaur pics.
Also, your base mesh is pretty cool. Is it standard practice to make a base mesh that defined? From the wiki here it seems to suggest that base meshes are far simpler than yours, so I was just wondering. I figure making the base mesh that detailed makes the whole sculpting process easier, and that I have a lot more work ahead of me than I thought.
I really enjoy this and would love to see it finished. I know the head anatomy you're following is due to the concept art, but are you going off any other references?
I ask this because I'm also working on a dinosaur like creature, and I'm still in the concept stage, compiling lots of dinosaur pics.
Also, your base mesh is pretty cool. Is it standard practice to make a base mesh that defined? From the wiki here it seems to suggest that base meshes are far simpler than yours, so I was just wondering. I figure making the base mesh that detailed makes the whole sculpting process easier, and that I have a lot more work ahead of me than I thought.
I really appreciate your interest in my project. I'm also happy to hear that I found another dinosaur enthusiast around these forums. Well my head anatomy is based off the concept art and on occasion I will look at a couple of different reference images so I can give it a bit more realism. If you are working on an actual dinosaur and not a made up one then I would highly suggest looking at a lot of reference images. My dinosaur concept was done by a godzilla artist so I also, on occasion, look at some Godzilla reference pictures.
As far as the base mesh goes, it's pretty much personal preference. I personally like to make detailed base meshes and make them shine in Zbrush. This is actually my first sculpt in Zbrush so I might mess with my work flow a little bit more once I'm more comfortable with Zbrush. You could also just make the entire thing in Zbrush with Zspheres which allow you to easily knock out all your main proportions at a very quick pace.
I hope I was helpful in giving you some pointers. I can't wait to see how your project goes!:)
Hey guys I'm pretty much done with the head for now. I am now focusing on the body and I'm fine with the proportions, but I really need to improve the skeleton structure on him. I would really appreciate it if someone could perhaps do a paint over for me. I've looked at several tyrannosaur references, but I just can't nail it. Maybe if someone could help me understand the skeletal structure of the tyrannosaur more then I could do a better job at getting it done. Here is some work I've done on the shoulder bone and the chest plate.
I personally don't like the small cross scars. What caused these little nicks on him that are perpendicular to the larger scar? I think if he was in a fight, he would just get the deeper one off scars where another dinosaur would have swiped at him. So I don't think the little cross scars make a lot of sense.
I saw them as cracking of the skin post-wound. The initial wound is a deep slash, and then as it all dries out, the skin cracks perpendicularly as he moves his mouth and emotes and such. It would make more sense if it followed the grooves between his scales, though.
I personally don't like the small cross scars. What caused these little nicks on him that are perpendicular to the larger scar? I think if he was in a fight, he would just get the deeper one off scars where another dinosaur would have swiped at him. So I don't think the little cross scars make a lot of sense.
The concept contains those cracks so that is why they are there. It is like a scar that has dried up and split the skin.
Replies
Could you perhaps do a paint over or make a correction sheet to better illustrate your idea?
Thanks dude! I was actually taking all of what you said into account before you posted. I just need to mess with the lower jaw some more and may when I get back from school I can provide you with a side view render so you can see that I have worked on the S-shaped curve you're talking about.
Hope to see this model finished, could look very nice with some neat texture work.
I'm going to add the muscles and stuff later. Right now I just wanted to get the shapes and proportions just right. I still have to do a little more work on the leg from the front view and I think I can then go into more detailing.
The legs are so big because this creature has a lot more bulky muscles on it therefore (realistically) must be big enough to support such a huge muscular body.
This creature takes more after a V.Rex from King Kong than a regular tyrannosaur. I also must stay true to the concept and I believe the legs are pretty bulky in that as well.
I will mess with the leg a little more though.
I think I tried that and it said it couldnt do it bacuse the sculpt had subdivision history.
Zbrush always crashes when I try to project the two meshes on their highest subdivision level.
Okay do I set the original sculpt as the morph target or the new mesh?
I ask this because I'm also working on a dinosaur like creature, and I'm still in the concept stage, compiling lots of dinosaur pics.
Also, your base mesh is pretty cool. Is it standard practice to make a base mesh that defined? From the wiki here it seems to suggest that base meshes are far simpler than yours, so I was just wondering. I figure making the base mesh that detailed makes the whole sculpting process easier, and that I have a lot more work ahead of me than I thought.
I really appreciate your interest in my project. I'm also happy to hear that I found another dinosaur enthusiast around these forums. Well my head anatomy is based off the concept art and on occasion I will look at a couple of different reference images so I can give it a bit more realism. If you are working on an actual dinosaur and not a made up one then I would highly suggest looking at a lot of reference images. My dinosaur concept was done by a godzilla artist so I also, on occasion, look at some Godzilla reference pictures.
As far as the base mesh goes, it's pretty much personal preference. I personally like to make detailed base meshes and make them shine in Zbrush. This is actually my first sculpt in Zbrush so I might mess with my work flow a little bit more once I'm more comfortable with Zbrush. You could also just make the entire thing in Zbrush with Zspheres which allow you to easily knock out all your main proportions at a very quick pace.
I hope I was helpful in giving you some pointers. I can't wait to see how your project goes!:)
Great progress btw, I also want to go ahead and design a dinosaur for my portfolio as well
I am observing and learning alot
Yes
One more thing, would be nice to see you use another material, since it looks very sharp and plastic right now.
Also agree with chrisradsby here, that you are spending to much time on one place.
Other than that, great work
The concept contains those cracks so that is why they are there. It is like a scar that has dried up and split the skin.