I know everyone wants me to fix those cracks in the scars so I will do that in the next update. I am currently working on the neck area with some modifications to the spikes coming out of the lower jaw.
Hey guys it's been a while since I've given you an update on the progress of my dino. I have edited the proportions along with messy with the leg. The leg has been giving me some trouble and I can't get the look I'm going for which is the look in the concept. Can anyone help me with this? Maybe I'm missing something that's keeping me from reaching this result.
Alright so I keep getting comments on fixing the anatomy a little bit, but idk how to tackle the body. If anyone can do a paint over for me using these images for me that would be great.
Hey, I see you've made a lot of progress on this guy since the beginning, making several changes a long the way. Its looking great. I think you could get a lot more aggressive with your sculpting though. A lot of the changes I see you making are very subtle, so subtle that I sometimes have a hard time figuring out whats been changed:) I think if you scrutinized your choices less and just go with it, you could pull this guy together without getting lost in the infinite amount of design choices available. Keep it up
I edited the proportions and made the spikes bigger so that the sure mass of this creature could be more easily read. I also tried out this brush in Zbrush called the FormSoft brush on the scales to give that extra pop and so far I'm pleased with the result.
Your skin detail...looks wayyy to clean. It needs breakup like a noise. Right now it looks like you just carved out those spots or used a stencil for it. Try adding a subtle noise ontop, or flattening some areas, and or add smaller cracks in-between other cracks. Try using the clay tubes brush with a very light strenght like 5-9 then touch it up OR use the standard brush as spray mode and use a light strength too. Keep a keen eye on the details. Its another aspect of what can make or break your model.
I like the most recent update but the section around the nostril needs to be messed with some more, it doesn't look as natural there. It just looks as if the scales had a lower opacity as opposed to being blended. Not sure if I am making any sense.
U're makin a good progress man! keep it up.
I guess you sholudn't smooth that skin patch near his nose and other similar places.
And i am no sure about white cavity material, cos it deepens your mesh visually but no phisical
I've seen this thing a few times over the last few months or so in the WAYWO thread and each time i see it i think it looks exactly the same. Sorry to say that as it really looks like you're putting a hell of a lot time into the details, perhaps too much time.
One thing you need to be extremely careful of is visual noise. The eye needs places to rest in a piece or the viewer feels uncomfortable and thinks something is "off", so you have to pick and choose where you want to detail. This is probably why the one with some scales blurred out, while less pretty, is easier on the eye. An added bonus to leaving some areas large and relatively blank is that you're going to draw people's attention to areas that are densely detailed, so you can focus the viewers eye where you want it to go.
Something else you also need to consider with these tiny tiny details you are doing is, are they going to translate into your texture map? Is your texture going to have the pixel density necessary to capture these details in a normal? My guess is going to be no, expecially with some of the stuff around the horns on the top of the head. Those cracks are so tiny i can hardly see them on your screenshots. Even if you do have the density, the scales are so small that they will just read as noise when you view the character as a whole. You want to be able to tell they are scales from a distance too, not just in a super closeup.
My advice would be to dial back the detail a bit and start working with broader strokes. Get the entire guy filled in with large scales first and then go in and do microdetail where you want to draw attention. Give the eye some places to rest and also give your brain a rest. You'd be lucky not to go insane doing that level of of detail on the entire model
Gotta agree with tda on this one. Absolutely loving the progress you've made but you've been working on this forever, which in game-art related projects wouldn't be okay.
General rule with zbrushing is to keep working big to small. I mean most of the detail is so tiny that a you could probably re-create most of it in Photoshop and get a similar result using a normal-overlay.
Yeah I know I have taken way to long on this project, but I just want to make it industry standard. I have done a couple of paint overs of the top of the head so it will be easier on the eye. Please tell me what you think.
I am working on the scales more because I just recently looked at a reference image of the V-Rex from king kong and I noticed that the scales were very faint around the mouth region and the scales were like peeling skin. Please tell me what you think of this latest update because I want to know if I'm heading in the right direction.
By "industry standard" you'd probably have to have this guy retopoed,textured, rigged and in game by now, along with 3-4 buddies :P or maybe more.
I do love this though, cant wait to see it finished
I meant as far as quality goes. This is my first sculpt and my first project using my tablet so I'm just getting use to everything and I'm taking my time so I can learn. I've also learned a lot about dinosaur anatomy that I had not known before. Just taking this in as a learning experience.
definitely looks better now with some breakup of that noisiness, keep plugging!
Woot that means I'm actually learning! lol. Thank you for your critique tda. I was very helpful and it improved the quality a lot in my eyes. I plan to get the neck and put the remaining scales on the head on spring break.
Can anyone please tell me if I'm heading in the right direction with these arms. I've looked at a bunch of references of arms from godzilla, v-rex, and t-rex.
I think the elbow on his arms should be extruded a bit, it looks a bit too curvy at the moment. Also I think the arms are too muscular. Since they don't use the arms too much I don't think they would be as beefy as the rest of the body.
Alright after working for hours upon hours to get the proportions right here is the result. I was mainly paying attention to overall shape of the mid section, neck and head, and legs. There are still some tweaks that need to be made but here it is.
there are still issues with the proportions. Isolated, the feet, legs and the tail look good so far. The tail might be a bit too thick, though.
But the chest is way too small! Compare the head with the chest - it's much bigger. I would suggest you to scale the chest up, so that its length is somewhere between the length of the head and the height of the legs.
Keep in mind this guy has giant organs and doesn't really chew his food, therefore he needs enough space in his stomach
I also wonder if you've captured the right position. I think he's more like in movement when he leans his head forward, but his legs are static. Simply lift the upper body a bit up...But I think that's not a point of importance, could be useful when comparing the dinosaur to reference.
Last, but not least: The muscles of his legs are too squary. The front might be OK so far, but his butt has muscles of steel. Give it a fluent line to the tail, this should smooth it up and make it look much more natural.
That's it. Play around with it, create a backup and don't fear to touch it. Once you made it, you can do it again, there's no point in being super careful - it's all digital.
You have a really decent sculpt, keep on doing! :thumbup:
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http://img1.jurko.net/wall/paper/crocodile_1.jpg <-- you gotta make it feel like that.
Really liking it though! Keep it up!
I guess you sholudn't smooth that skin patch near his nose and other similar places.
And i am no sure about white cavity material, cos it deepens your mesh visually but no phisical
Sry for my enlish. I hope you can understand me
One thing you need to be extremely careful of is visual noise. The eye needs places to rest in a piece or the viewer feels uncomfortable and thinks something is "off", so you have to pick and choose where you want to detail. This is probably why the one with some scales blurred out, while less pretty, is easier on the eye. An added bonus to leaving some areas large and relatively blank is that you're going to draw people's attention to areas that are densely detailed, so you can focus the viewers eye where you want it to go.
Something else you also need to consider with these tiny tiny details you are doing is, are they going to translate into your texture map? Is your texture going to have the pixel density necessary to capture these details in a normal? My guess is going to be no, expecially with some of the stuff around the horns on the top of the head. Those cracks are so tiny i can hardly see them on your screenshots. Even if you do have the density, the scales are so small that they will just read as noise when you view the character as a whole. You want to be able to tell they are scales from a distance too, not just in a super closeup.
My advice would be to dial back the detail a bit and start working with broader strokes. Get the entire guy filled in with large scales first and then go in and do microdetail where you want to draw attention. Give the eye some places to rest and also give your brain a rest. You'd be lucky not to go insane doing that level of of detail on the entire model
General rule with zbrushing is to keep working big to small. I mean most of the detail is so tiny that a you could probably re-create most of it in Photoshop and get a similar result using a normal-overlay.
Good work however man
I do love this though, cant wait to see it finished
I meant as far as quality goes. This is my first sculpt and my first project using my tablet so I'm just getting use to everything and I'm taking my time so I can learn. I've also learned a lot about dinosaur anatomy that I had not known before. Just taking this in as a learning experience.
Woot that means I'm actually learning! lol. Thank you for your critique tda. I was very helpful and it improved the quality a lot in my eyes. I plan to get the neck and put the remaining scales on the head on spring break.
there are still issues with the proportions. Isolated, the feet, legs and the tail look good so far. The tail might be a bit too thick, though.
But the chest is way too small! Compare the head with the chest - it's much bigger. I would suggest you to scale the chest up, so that its length is somewhere between the length of the head and the height of the legs.
Keep in mind this guy has giant organs and doesn't really chew his food, therefore he needs enough space in his stomach
I also wonder if you've captured the right position. I think he's more like in movement when he leans his head forward, but his legs are static. Simply lift the upper body a bit up...But I think that's not a point of importance, could be useful when comparing the dinosaur to reference.
Last, but not least: The muscles of his legs are too squary. The front might be OK so far, but his butt has muscles of steel. Give it a fluent line to the tail, this should smooth it up and make it look much more natural.
That's it. Play around with it, create a backup and don't fear to touch it. Once you made it, you can do it again, there's no point in being super careful - it's all digital.
You have a really decent sculpt, keep on doing! :thumbup: