His tummy armor, or whatever it is, is a bit chunky on yours. In the concept it fits a bit tighter. Also, in the concept, his hands are visible past the wrist blade things. But in your sculpt, you can only see his fingers, so his hand is still in there. Also, the blades, and wrist things are far too large. The legs have different anatomy as well.
You've got some cool stuff going on, I really like the way you've made him kinda squat, and bulky. But if you're going from the concept, it's quite a bit off still
^ I'll add to that that because of the hands thing it looks like if he sweats the wrist things will slide right off. which would probably not be great in a battle a little closer to the concept should fix it
Meant to say, the armor is very well done, from a modeling stand point. I really like the shapes you've got, and that they don't look "sculpted" in. I do like your work, and hope my post didn't come across too asshole...
Not at all Jeremy, it was a good critique. I think in general the character needs to be slimmed up a tad. Shrinking the wristblades will fix most of the issues of the hands showing up a bit more as well. Shrinking the chest piece will help a lot too.
Appreciate it guys.
nice one,
gotta agree with the legs though. the upper leg muscles, the rectus femoris is a bit too bulky and his feet look like they´d be breaking out a bit. think placing his heels sligthly more invard would fix that.
also the cuts at the shoulders are a bit too thin, if people have cuts at theyr shoulders they are mostly more plastic and bumpy, and not just single cuts... hard to find good examples here
well and then there is ofc the hand thing.
Thanks for the reference, I still need to make a pass on the anatomy for sure.
I'll have the anatomy touched up on future posts. Ignore the feet for now, they have received no love yet.
I did some scaling according to previous critiques and I think it helped a good bit.
Yeah thumbs. Feet look a bit bloated, like they've been inflated or something. In the concept I think the artist didn't follow them through - so don't copy him. Really like the proportions and the feel of the rest though. Would like to see at least a block in of the head soon.
Very nice! I like the changes made, he's looking good so far. His armpit, and pec to shouldER anatomy is a bit wonky, but just get some anatomy references, and you'll be right as rain.
He's coming along great, man. Keeping an eye on this thread.
[EDIT] Meant shoulder, not "should". Seems I'm having one of those "can't spell" days...
Hi man, I was just curious what 3D app you're using and how you modelled out those nice curved shapes on the armour. I've done stuff like this in Max quite easily with a curve and modifier, but I'm primarily a Maya user. Anyway nice one, keep up the good work!
Torch I did every bit of this in Zbrush. Aside from Zbrush I prefer Maya, and I would usually have done those shapes in Maya, but Zbrush 4.0's clipping tools are great. I just masked off the shape of the details, extracted them, then grp looped, maybe divided if I needed too, then went in with the clipping tool and cleaned up edges. I'd probably get cleaner results if I just used Max or Maya though haha.
Here is a new screen with an actual shot of his backside. I've cut him up into four sections head/upperbody/hands/lowerbody Seams will be cleaned up later. Still ignore the feet please. I mostly worked in the face and the back for this render.
what is this going to be in the end? Game character or just sculpt?
In case of game model, are u gonna polypaint the final texure?
Anyway the really like the sculpt, is very close to the original concept...only one critique...the lower parts of the body, legs and feets, look a lot less detailed than the torso/back area...
i'm curious to see the next step
I haven't really given the legs a detail pass completely yet.
And yes I'm going to make a game model around 10k.
I just do all my painting here, then bake in topogun then do some post work in Photoshop.
Really digging the shapelanguage and proportions. You might wanna try sharpening some of his faciel features so they dont alle end up with the same level of softness
dunno if it's the mat but his skin seems to be really high gamma'd and is there dof on this? because objects like the shoulder strap seem to be 3x the res of everything else..
Yah I need drop the details on the shoulder thing for sure, it's a tad unnecessary.
And yes it's the skin cap, I'll need to actually do some post work in PS for final renders when I get around to that. I tried messing with the gamma some earlier but couldn't get it right.
Replies
http://www.scrollsoflore.com/gallery/albums/wow_art/orc_blademaster.jpg
You've got some cool stuff going on, I really like the way you've made him kinda squat, and bulky. But if you're going from the concept, it's quite a bit off still
good job, cool concept
Appreciate it guys.
gotta agree with the legs though. the upper leg muscles, the rectus femoris is a bit too bulky and his feet look like they´d be breaking out a bit. think placing his heels sligthly more invard would fix that.
also the cuts at the shoulders are a bit too thin, if people have cuts at theyr shoulders they are mostly more plastic and bumpy, and not just single cuts... hard to find good examples here
well and then there is ofc the hand thing.
I'll have the anatomy touched up on future posts. Ignore the feet for now, they have received no love yet.
I did some scaling according to previous critiques and I think it helped a good bit.
He's coming along great, man. Keeping an eye on this thread.
[EDIT] Meant shoulder, not "should". Seems I'm having one of those "can't spell" days...
Thought I'd share it's progress:
Got some good work coming along, keep at it.
In case of game model, are u gonna polypaint the final texure?
Anyway the really like the sculpt, is very close to the original concept...only one critique...the lower parts of the body, legs and feets, look a lot less detailed than the torso/back area...
i'm curious to see the next step
And yes I'm going to make a game model around 10k.
I just do all my painting here, then bake in topogun then do some post work in Photoshop.
Glad you like it.
What mocaps do u use ?
Skin is Pearl_Cavity armor is Metal03 and leather is bs_toxic_papa_wax
And yes it's the skin cap, I'll need to actually do some post work in PS for final renders when I get around to that. I tried messing with the gamma some earlier but couldn't get it right.