barnesy: It kind of looks like she's missing most of the mass in the pelvis. Her neck is also a bit thick in 3/4 view. Her belly button looks huge! Some nice details going on though.
I've seen you jump right into the lip synch before... that should be the very last thing you do. Animate the whole body first, get the acting down first.
Does it really make a difference whether he's lip sync'd or the body movement first? Because IMO it's easier this way, otherwise I have to move bones about his face when his face could end up in an awkward position, meaning a lot of unnecessary camera movement?
I see your point, but he's going to be dancing, which is going to be quick movement, and as his face is animated via bones, if I were to do the lip syncing after the dancing then I would keep having to re-orient the camera per phoneme, which would make the whole thing take longer than necessary.
Working on some clothing design for a set of characters that has been in my head for ages, and finally found the right inspiration. Keeping them very loose for now.
Yet another M4, I needs the hard surface practice. Waiting on the resident gun nuts to rip it apart (Rails are off on proportion, fixing that soon).
Few details still needed on the Upper and Lower, and a few smoothing issues to sort out. Done in XSI 5.0 with 2 iterations of Sub-D. I'll post wires if asked, but they are messy.
lol Dhalsim looks great! Although I think you changed it too much and its barely recognizable, if you didnt mention it was Dhalsim I wouldnt have guessed it... but its a great piece though!
And MM, your piece looks so awesome! When its done Im sure this croc will be KILLER! :poly136: (ok, sorry... Sorry!) :P
I bought a Silo license yesterday and downloaded Scultris so I decided to play around with both of them... Since I been playing a lot of minecraft I made a sculpt (very, very) loosely based on the creeper (hate and love those guys!). Anyways, this was done quick, a couple of hours last night and I tweaked a couple of hours more this morning. So here it is! Any critiques are more than welcome!
I'm currently working on a low poly for my ex-brawl character and was hoping to get some feedback before I start thinking I'm nearing completion. This is only the second character I've tried and have no idea how well it would animate. I'm starting to think the topology around the mouth would be problematic.
Any crit would be great. It's currently standing at 8264 Tris
SyaPed, he's looking great. Proportions feel fine to me. I feel his knees could us some definition from the front view, either a simple band or some kneepads.
lol Dhalsim looks great! Although I think you changed it too much and its barely recognizable, if you didnt mention it was Dhalsim I wouldnt have guessed it... but its a great piece though!
Yea, your not the only one who has told me that
Right now, I'm banking heavily on the texture to reel back upon Dhalsim's original design. Hopefully if I keep the same color scheme and represent all of his iconic attributes in the final render (ie. the red stripes, white eyes, fire, etc.) it will at least have a sliver of recognizably.
Thanks for the crit man. I'm gonna quote this in the original thread since it hasn't brought up there yet
Right now, I'm banking heavily on the texture to reel back upon Dhalsim's original design. Hopefully if I keep the same color scheme and represent all of his iconic attributes in the final render (ie. the red stripes, white eyes, fire, etc.) it will at least have a sliver of recognizably.
Thanks for the crit man. I'm gonna quote this in the original thread since it hasn't brought up there yet
I figured as much, I am sure that the textures and color schemes will go a long way in bringing out Dhalsim in your design! Keep it up cause it really looks amazing and I would love to see the end result. Ill keep on checking!
Replies
And Barnesy, that gun holster is pure awesome.
making objects.
Slowly but surely compressing vid.
(I dunno how to embed vimeo.)
Next animal-totem-armorsuit-thing, hoping to finish tomorrow.
Does it really make a difference whether he's lip sync'd or the body movement first? Because IMO it's easier this way, otherwise I have to move bones about his face when his face could end up in an awkward position, meaning a lot of unnecessary camera movement?
Spam away. Awesome studies.
I just got a feed from Pao at CGHub. Thought you might like a looky. If you haven't seen it already.
Keep spamming
http://cghub.com/images/view/138261/
Few details still needed on the Upper and Lower, and a few smoothing issues to sort out. Done in XSI 5.0 with 2 iterations of Sub-D. I'll post wires if asked, but they are messy.
[ame]http://www.youtube.com/watch?v=4eu_380oi2s[/ame]
some photo studies this time
i am also still playing around with the croc thing whatever. ;P
i really don't know...
almost done with this dude, and my plague doctor
No , what i do know is that he's an inspiration to us all :poly142:
His proportions are nagging at me a bit, but I need fresh eyes. Any ideas?
I guess it depends what art style you're going for. It's too proportional to be Pixar-like, but not proportional enough to be realistic.
Here is a material I was working on the past couple days with a new zbrush workflow
Worked some veinage in on Dhalsim.
[ame]http://www.youtube.com/watch?v=wcqoRPYWPjs[/ame]
so funny, and surprisingly good likeness
nice model. is the cloth hand sculpted or simulated ? it looks great.
lol Dhalsim looks great! Although I think you changed it too much and its barely recognizable, if you didnt mention it was Dhalsim I wouldnt have guessed it... but its a great piece though!
And MM, your piece looks so awesome! When its done Im sure this croc will be KILLER! :poly136: (ok, sorry... Sorry!) :P
I bought a Silo license yesterday and downloaded Scultris so I decided to play around with both of them... Since I been playing a lot of minecraft I made a sculpt (very, very) loosely based on the creeper (hate and love those guys!). Anyways, this was done quick, a couple of hours last night and I tweaked a couple of hours more this morning. So here it is! Any critiques are more than welcome!
I'm currently working on a low poly for my ex-brawl character and was hoping to get some feedback before I start thinking I'm nearing completion. This is only the second character I've tried and have no idea how well it would animate. I'm starting to think the topology around the mouth would be problematic.
Any crit would be great. It's currently standing at 8264 Tris
Shorter legs, slightly broader shoulders, rounder torso.
But that's based on the 12 pixel high gifs I've seen on this design
awesome. you might want to work on stabilization, but I really like that you're taking this to pencil and paper
Moonforge ??
Yea, your not the only one who has told me that
Right now, I'm banking heavily on the texture to reel back upon Dhalsim's original design. Hopefully if I keep the same color scheme and represent all of his iconic attributes in the final render (ie. the red stripes, white eyes, fire, etc.) it will at least have a sliver of recognizably.
Thanks for the crit man. I'm gonna quote this in the original thread since it hasn't brought up there yet
I figured as much, I am sure that the textures and color schemes will go a long way in bringing out Dhalsim in your design! Keep it up cause it really looks amazing and I would love to see the end result. Ill keep on checking!
In that case, constrain the camera to the head controler and look through that.
Yeah, the use of mocap is fairly obvious in this clip.