textures and everything are still very WIP but what I am really wondering about is the polycount for this thing. Would this be considered too high for a small scene? I could lower it more but im afrade it might not look round enough.
Can ya show some wires? I'm pretty sure it can be done with a lot less triangles, even being round like this, but it's hard to say anything without a wireframe shot.
If he's a comic hero then proportions don't really matter imo, he's not meant to be real so why should he look like a super freaky bodybuilder? I suppose that's your prerogative though.
I hope I didn't give you the impression I was ignoring the paintover g2000 did. I actually agreed with it, and made several changes to get closer to it. Not gonna make an exact copy, but a lot of the larger forms are in there now. I'll have updates tomorrow.
@ Hboybowen: Thanks for the crits. I have done my best to fix up the joints a bit as well as block out the rest of the parts so I can start detailing. Also, for that face you showed I'd say the eyelids need a bit of a crease near the bottom.
@jarredde, nice render, what sort of hair is that? It's thick, but looks really good on him. @kosh_fotsirk, great character, digging the big hands. I feel he needs a bigger nose though.
Now that I've more than 256 megs of ram, modeling is a much more comfortable, been working on a Dik Dik. I struggled with getting a good read from the various pics I picked up. Tossed around various topology/shapes and I think I'll stick with this one.
Started working on a dungeon crawler this weekend. Feeling super inspired by all that early, high contrast, legend of zelda concept art. Also discovering complimentary colors. This stuff: http://studiojfish.livejournal.com/79805.html
since my computer has been in the shitter, i haven't had much time to work on anything. surprisingly enough, when i least expect it, it will start up normally for a short time. 35 minutes in zbrush and then it was screwed yet again, so i made a crappy paintover in photoshop to illustrate where i plan to take it
very cool man !
he remind me a litlle the Tooth Fairy in hellboy
Something I've been working on, legs coming soon. Still have to sculpt fine details on the body.
You have some nice sculpting there. But the anatomy is pretty weird. I know it's not a human, but he has human features so the anatomy would be similar (to function correctly).
Muscle fibers are straight and pull in only one direction. There is several areas that need attention, but the biggest issue is the shoulders.
I made a small paintover, but I suggest you get some good reference :P
The pectorals connects with the humerus below the deltoids. You seem to have merged the two muscle groups in to one.
some dome sketching tonight. trying to improve head invention from ' imagination '. little over an hour ( so. outside the bounds of the speed sculpting thread i reckon )
Not sure how to render decent looking wires so maya viewport will have to do.
As Andreas pointed out, you don't need ann the tiny ridges modeled in the low poly, leave that to the normal map. You'll lose practically nothing from the sillouette and save hundreds of polys. Just make the shape of the low poly as if there were no ridges, try to get just the overall round shape, then rebake. :thumbup:
Hboybowen, the eyelids need to match the shape of the eyeballs more closely, that is, ball shaped. especially at the inner corner.
biofrost, as others said, you could bake most of that detail in normal maps. nice looking asset
kosh, it's looking sweet!
tacit, both those sculpts are looking great, really believable. I would tone done the orange-peel detail on both though, or at least vary its intensity a bit.
SaferDan, can't wait to see your progress on this, it's an awesome concept!
In other news, I just ordered 16Gb of RAM... what was I thinking?! :poly122: I will have to do some super high poly modelling in multiple instances of 3ds max with huge textures in Photoshop running alongside to justify this ridiculous purchase...
Update!! Messed with the proportions, thanks to g2000's paintover which kicked ass. Didn't go quite as extreme on some of the areas, I also moved the sharper style down, as pointed out by hboybowen. But if anyone has any thoughts, I'd love to hear them before I move on to the low poly.
Thanks so much for the crits, guys. I'm thinking I might start a thread for this series, and would love to get some focused crits when I do.
Jeremy: incredible style, I love it! a couple of anatomical points: check the origin and insertion points of your sternocleidomastoids. it should insert behind the ear at the base of the skull and originate more directly at the end of the clavicle. It looks quite detached right now.
throttlekitty; It's modo hair/fur, wanted something to test it out on, somewhat pleased with the results, I can make it more dense and thinner but like you mentioned, I think he looks better with thicker shit!
Thanks everyone! Got it down to 588 Tri's.
8FtSpider I am loving that crane hand, do you have idea what color scheme you want for it?
I think you have gone to far with the poly reduction. You are still be able to have VVVVV effect along the silhouette of the lamp. but you have a lot of polys inside the top of the lamp that are not needed and the pole at the top of the lamp only needs to be 4 or maybe 3 sided. When reducing polys on an object think about the silhouette.
Is it alright to have these verts going no where, I circled the area in red. Thats the only reason I had kept it higher there before.
Well...not really, that produces n-gons which are best avoided for clean geo. but you can separate the mesh so that the pole and inner are detached from the main lamp section. Which allows you to have a different rotational edge loop count. You can still reduce the polys in the main lamp section as well. Just keep the silhouette readable. Its depends on the polycount budget you are working with of course.
predpaul, you should get a lot more references! its very thin right now and there are many inaccuracies which you'll notice immediately once you have pictures from some more angles
Working on this at the moment, just a bit of sub d practice really. All geometry I'm new to this so feedback is welcomed.
Like Amsterdam said, get more references, it's very thin and a lot of shapes are off.
I don't think you have the profile for the grip at all. It should be more rounded on the front, and looks like it tapers a bit in the back. The thumb rest is more of a pipe shape.
Well...not really, that produces n-gons which are best avoided for clean geo. but you can separate the mesh so that the pole and inner are detached from the main lamp section. Which allows you to have a different rotational edge loop count. You can still reduce the polys in the main lamp section as well. Just keep the silhouette readable. Its depends on the polycount budget you are working with of course.
Thank you, I had always wondered that when I saw models that seemed to have verts ending without a edge.
Respectfully disagree with Kitteh, airsoft should only be a last resort for form detail you have no other reference for, they are not "99.9%" accurate. I know this is all bullshit gun nerd stuff but where I used to not spot airsoft, now all airsoft, even the high end stuff, always looks fake.
The material reads especially, even on the high end airsoft, are still no substitution for the original article. Generally speaking the fidelity won't be missed, no, but as for me I have enough trouble getting detail right copying from proper reference--why spend so much time trying to nail a material exactly when your reference isn't quite the right material. Why copy a fake gun for my virtual gun? When googling for guns I always use the -airsoft switch.
But yeah his comments are spot on, gun needs to be thicker, a lot of the slide details aren't put together right etc.
@throttlekitty, glad you are liking the hands, haha. Sorry I did not increase the nose size, I was trying to practice with smaller noses because all my characters have abnormally large ones.
@EiGHT, don't worry about the eyebrow color! That piece looks great either way
@onetru, nice environment so far. I'd like to see some backdrop with that. To me it seems like it would be in a cave or something. Keep it up!
Also, I'd like to post an update of what I'm working on. If this is solid I'm on to polypainting!
Replies
thanks man I'll have some wires and sculpt images soon, kinda want to spend more time on it but really want to move onto something else.
Hboybowen;
I think the eyes look funny cause the lower lid is hidden?
Not sure how to render decent looking wires so maya viewport will have to do.
I hope I didn't give you the impression I was ignoring the paintover g2000 did. I actually agreed with it, and made several changes to get closer to it. Not gonna make an exact copy, but a lot of the larger forms are in there now. I'll have updates tomorrow.
anyway, here's some work. Good work everyone!
I would say you could lose 1/3 of those vertical segments and it would still look good. Nice asset.
@kosh_fotsirk, great character, digging the big hands. I feel he needs a bigger nose though.
Now that I've more than 256 megs of ram, modeling is a much more comfortable, been working on a Dik Dik. I struggled with getting a good read from the various pics I picked up. Tossed around various topology/shapes and I think I'll stick with this one.
An early tile set:
Equally early character design:
very cool man !
he remind me a litlle the Tooth Fairy in hellboy
loving it !
You have some nice sculpting there. But the anatomy is pretty weird. I know it's not a human, but he has human features so the anatomy would be similar (to function correctly).
Muscle fibers are straight and pull in only one direction. There is several areas that need attention, but the biggest issue is the shoulders.
I made a small paintover, but I suggest you get some good reference :P
The pectorals connects with the humerus below the deltoids. You seem to have merged the two muscle groups in to one.
Dayumn! those abs...
some dome sketching tonight. trying to improve head invention from ' imagination '. little over an hour ( so. outside the bounds of the speed sculpting thread i reckon )
Got these suckers into CE3, really need to get the rest of my portfolio compiled together...
oh totally dude. agreed. they got no love in that session. these neither. balls as
:
As Andreas pointed out, you don't need ann the tiny ridges modeled in the low poly, leave that to the normal map. You'll lose practically nothing from the sillouette and save hundreds of polys. Just make the shape of the low poly as if there were no ridges, try to get just the overall round shape, then rebake. :thumbup:
Hboybowen, the eyelids need to match the shape of the eyeballs more closely, that is, ball shaped. especially at the inner corner.
biofrost, as others said, you could bake most of that detail in normal maps. nice looking asset
kosh, it's looking sweet!
tacit, both those sculpts are looking great, really believable. I would tone done the orange-peel detail on both though, or at least vary its intensity a bit.
SaferDan, can't wait to see your progress on this, it's an awesome concept!
In other news, I just ordered 16Gb of RAM... what was I thinking?! :poly122: I will have to do some super high poly modelling in multiple instances of 3ds max with huge textures in Photoshop running alongside to justify this ridiculous purchase...
Thanks so much for the crits, guys. I'm thinking I might start a thread for this series, and would love to get some focused crits when I do.
you could give him some muscular striations, make him look stronger
Jeremy-S: loving the tweaks, looks much more "comic" in my opinion, although i didn't see much wrong with the previous pimp. keep it up man
throttlekitty; It's modo hair/fur, wanted something to test it out on, somewhat pleased with the results, I can make it more dense and thinner but like you mentioned, I think he looks better with thicker shit!
thanks dudes!
8FtSpider I am loving that crane hand, do you have idea what color scheme you want for it?
I think you have gone to far with the poly reduction. You are still be able to have VVVVV effect along the silhouette of the lamp. but you have a lot of polys inside the top of the lamp that are not needed and the pole at the top of the lamp only needs to be 4 or maybe 3 sided. When reducing polys on an object think about the silhouette.
Well...not really, that produces n-gons which are best avoided for clean geo. but you can separate the mesh so that the pole and inner are detached from the main lamp section. Which allows you to have a different rotational edge loop count. You can still reduce the polys in the main lamp section as well. Just keep the silhouette readable. Its depends on the polycount budget you are working with of course.
I don't think you have the profile for the grip at all. It should be more rounded on the front, and looks like it tapers a bit in the back. The thumb rest is more of a pipe shape.
Gun is way too thin and the edges of the grip are too sharp. Look at more than just a side reference when modeling something.
This page has tons of good refs (it's airsoft but good airsoft guns are 99.9% accurate visually anyways) http://www.justpistols.co.uk/vp70.htm
These are of an older version that doesn't have the thumb groove but it's mostly the same.
The material reads especially, even on the high end airsoft, are still no substitution for the original article. Generally speaking the fidelity won't be missed, no, but as for me I have enough trouble getting detail right copying from proper reference--why spend so much time trying to nail a material exactly when your reference isn't quite the right material. Why copy a fake gun for my virtual gun? When googling for guns I always use the -airsoft switch.
But yeah his comments are spot on, gun needs to be thicker, a lot of the slide details aren't put together right etc.
That's cool. I have a few other views as for the edges I'll lose some of the chamfers and upload soon.
Sorry about the shitty brow color in.Will fix..just too lazy at the moment
Wall pieces for a new scene I'm working on.
Cool little character man. I could see this guy in a iphone game.
@EiGHT, don't worry about the eyebrow color! That piece looks great either way
@onetru, nice environment so far. I'd like to see some backdrop with that. To me it seems like it would be in a cave or something. Keep it up!
Also, I'd like to post an update of what I'm working on. If this is solid I'm on to polypainting!