sup polycount. Here's a WIP I've been working on for the past week or so. A hulking, theropod berserker of sorts. References and concept are based around theropod dinosaurs like Allosaurus, Giganotosaurus and Ceratosaurus. However, he has some anthro anatomy in his design, especially the arms.
I've been collecting plenty of dinosaur images and have remodeled this creature's body numerous times before reaching this suitable base mesh result so far. I am going to take this mesh into zbrush to make my first sculpt. In zbrush I'll sculpt the surface detail and flesh out his musculature (references for dinosaur anatomy, specifically musculature, is harder to find than I thought). Afterwards I'll retopo and make a low poly.
Right now I'm looking for critique and advice for how to continue the anatomy of this base mesh. Right now his skeletal structure kind of has a hybrid of a theropod shoulder blade and a more anthro type shoulder. But the entire arm anatomy is still kind of nebulous. There are a number of options I've considered, such as making him able to carry a weapon, experimenting with what looks good, but I'm still not sure as to what the final result will be.
Here are the main proportions so far. Would it be recommended to model the base foot claws and hand claws in max or sculpt those in zbrush?
Replies
It also looks like you went to great lengths to keep it all quads which lead to more tiny long quads. It's fine to use triangles, there are times they create pinch points but you can normally smooth those out or put them in places where it won't matter if you can't smooth it.
I would suggest reworking it so you get a consistent quad size, kind of like this:
I'm sure there's tons I can do to optimize the edge flow, but from what I've read, you generally want to keep base meshes simple and rough, hence the cuts I made by the tail as you can see here. I also have no real idea yet of how much is actually possible in zbrush, but I'm starting to learn how much preparation is needed before you jump right in. There are lots of spikes and platey scales I want to add to this beast, and come to think of it, I can use all those extra edges to my advantage and should model them in the base mesh.
In the end, you really can never over-design and prepare these things, and since I want my first real atttempt at making an asset (I am going to make a low poly and rig thsi) to go smoothly, I will definitely follow your advice. Thanks!
What I want to know is, is this a suitable base mesh for sculpting>low poly> rigging?
I can make this mesh animator friendly when I make the low poly, correct?
Or should I start over? Not a problem for me since now I have a clearer idea of what to do.
I would say you definitely need to quad up the tail, more like a cylinder with evenly sized quads and not worry about edge flow optimization tricks until later, when you're making the final low poly mesh, at least that's how I've seen a lot of people around here work, and do it that way myself.
Well typically the workflow goes something like this:
Create a base mesh, its not optimized, evenly quaded mesh that sub-divides well. You take this in and create a super high poly.
Export one of the lower levels of sub-division and using tools like Wrap-it, topogun or maybe even 3dcoat, you build your low poly around that lower level export. This becomes your animation friendly, fully optimized mesh.
I would shoot for a base that was about this dense:
I think I am going to restart this from the beginning, from a nice, clean slate and get a much better mesh and end result than what I currently have now, which is better than going in and surgically removing all those extra edges and spending even more time on a mesh I'm not really satisfied with. I think what kills this mesh is its topology, something I tried to take care of but it didn't work out so well. However, it will be better the next time around.
All I aim for is improvement and so far I've been having a lot of fun. I'll post back here when I have something more substantial.