Great start. I think you have to refigure that anatomy on the ribcage. It just doesn't look like it could support another set of arms. dunno just my 2 cents.
I think you're jumping into detail too fast. You subdivided your mesh too quickly and you've lost structure to a lot of important shapes and folds that skin, muscle, and bone naturally has.
@JacqueChoi: Thanks for the ref! His arms are pretty different, so I've tried to add a second shoulder girdle to the ribcage. This was my thought behind it when I built it.
Would another image for the head be helpful? I also built that with the anatomy in mind.
@ShootandRun: Yeah, Thane is a fantastic reference, and those dinos are great too.
That's some pretty cool work, not sure about the colors though....I think the blue really clashes with the rest of the model. Maybe try a more desaturated blue to blend it better? Just feel like right now that bold blue turns into the main focus of the character, when actually you want your eyes to be skimming all over the alien, not just his neck What about a more pale red, like what you have on the eyes? At least then you keep it in the same color scheme while having enough variation to work with. I even think the beige on the chest would work for the neck too. Keep it up!
I'd really like to keep some color contrast in there to keep it from all ending up warm. I'll try a few other things, then maybe I'll default back to red (and be sad). Any better?
I think thats better, but right now it still seems kinda strange that its just the neck that is that color. Maybe if your incorperated it into the pecs or shoulders? It just out of place. The neck gives me more of a fish vibe than reptile.
MMMmmmm...That's lookin' pretty hot. It would be great to see some of that same treatment going along the spine. I think it would give a bit more visual interest to the back and make those bumps pop a bit more. Perhaps even where the shoulder muscle connect and/or at the base of the back of the skull.
Could use some help with this. I'm trying to render with Marmo, but I have these weird black spots that show up everywhere. Here's the issue and my mat setup. There is a single pointlight in the scene. I would be particularly interested in hearing from EQ or Perna or whoever else is involved w/ 8Monkey. Thanks!
seem that you're using an old version, you need to update your marmoset toolbag also, very cool work, i always keep an eye on it because it was very inspirationnal !
My guess is that marmo doesn't like to render hp versions.
But one thing to try, is scaling down your model like 50% before export. Some engines have tearing if the models are too large/small compared to their unit size. If it gets worse, try scaling it up 50%
Edit: Thanks TDub, scaling on import worked like a charm! Since I started in ZBrush with Dynamesh, the scale was borked from the beginning. Also, this is the LP, not the HP
Update. I'll get back to this, but for now I think it's in decent shape. I have a turnaround prepped as well, but I can't export it from Blender because it keeps crashing, so I dunno what to do about that. If anyone's used the VSE (metalliandy perhaps?) and could point me towards a solution, that'd be great. 5700 tris. Uses diffuse, normal, specular, gloss, alpha, skin tone, skin mask, and translucency maps of various sizes stuck into various channels. Rendered in Marmo.
That final pose really helps to sell this guy. I can't help but wish you had gone all the way with some legs and arms, but this is a phenomenal study. I'd also like to see the scaley under neck area incorperated elsewhere, perhaps in the armpits?
@Darbeenbo: I'd also love to finish this guy. Maybe I'll take another crack at him later. As for the scale, I was looking for this to be a sexually selected feature (ala red winged oriole).
@ShootandRun: No emissive, just straight diffuse. I actually also built a second mesh over the eye to get proper reflection and wateriness, but I really couldn't get marmoset to make it work for me.
@Di$array: I did some sharpening on the back, but I avoided the face to prevent it from getting crunchy. Definitely worth a shot though, because the quality difference is apparent. I'll check it out.
Looks awesome man, but with final renders i think its best to avoid showing the cut off point with busts unless youve textured it, i feel the huge grey section of the torso slightly ruins it, but besides that it looks insane!!
I'd really like to keep some color contrast in there to keep it from all ending up warm. I'll try a few other things, then maybe I'll default back to red (and be sad). Any better?
I'd agree with the statement about the addition of contrast. Maybe adding a more intense blue or green somewhere on the body would help.
@njc6425: I agree that it's not optimal, I really wish I had time to complete the character. I terminated them that way because I wanted to make sure the viewer understood that I didn't intend the piece to be complete.
Replies
http://www.gameartisans.org/forums/showpost.php?p=36275&postcount=110
Dude rules.
Arm usually starts with the pectoral, and ends with a latissimus dorsi. Try to incorperate those into your anatomical design.
http://www.zbrushcentral.com/showthread.php?56604-wip-(nudity)&pp=15&highlight=skin%20alpha
also Thane:
(are you going to have to texture him?)
@SasoChicken: Looking to combine these eyes.
@JacqueChoi: Thanks for the ref! His arms are pretty different, so I've tried to add a second shoulder girdle to the ribcage. This was my thought behind it when I built it.
Would another image for the head be helpful? I also built that with the anatomy in mind.
@ShootandRun: Yeah, Thane is a fantastic reference, and those dinos are great too.
@Artsymptom: Those were just PS paintovers, I'm actually polypainting in Zbrush.
Edit: nevermind, they still exist
But one thing to try, is scaling down your model like 50% before export. Some engines have tearing if the models are too large/small compared to their unit size. If it gets worse, try scaling it up 50%
Update. I'll get back to this, but for now I think it's in decent shape. I have a turnaround prepped as well, but I can't export it from Blender because it keeps crashing, so I dunno what to do about that. If anyone's used the VSE (metalliandy perhaps?) and could point me towards a solution, that'd be great. 5700 tris. Uses diffuse, normal, specular, gloss, alpha, skin tone, skin mask, and translucency maps of various sizes stuck into various channels. Rendered in Marmo.
Busts typically aren't sculpted head on like that.
Edit: so, since I overwrote the previous files on my server, the images below are now identical, my bad.
@ShootandRun: No emissive, just straight diffuse. I actually also built a second mesh over the eye to get proper reflection and wateriness, but I really couldn't get marmoset to make it work for me.
@Di$array: I did some sharpening on the back, but I avoided the face to prevent it from getting crunchy. Definitely worth a shot though, because the quality difference is apparent. I'll check it out.
The more you knoooowww *sparkly shooting star*
I read your post aloud (in my head) and actually laughed
I'd agree with the statement about the addition of contrast. Maybe adding a more intense blue or green somewhere on the body would help.
Really wish I could see Jeremy23's images....