New character project, will be posting progress here and hopefully be able to pick up crits along the way.
Ref's
Concept that i'm not very happy with, pushing my 2D skills as much as i can these days, but still ending up with very blobby and wierd looking concepts. Something that will hopefully improve in time..
start of the base mesh/block out with low version of my body sculpt under it:
And the body sculpt:
The hands are really flat and shapeless at the moment, so i need to work on those.
Stay tuned for more
Replies
And his face could use some work too, right now his face looks like hes 50-60 but he has a really young looking muscular body which is odd. You may be going for a rugged looking face but he looks old more than anything
it looks like you sorta know the single muscles, but not realy wich shape they have.
adding random wrinkles doesnt help much for the believability.
i´d suggest you to, for now atleast, realy try to skick as close to a good reference as you can.
try to get a shape with all the muscle(and bone) in place so that it looks good, from there on, making him look old will take nearly no effort at all and will look a lot better.
also for the hands remember they are not flat, they got more like a U-shape, viewn from the tip of the fingers to the elbow.
http://www.selwy.com/2008/digital-sculpting-reel-2008/
Among other real references (not other sculpts).
Would you mind highlighting the areas which are blatantly wrong?
Cheers!
currently what you have looks like a toddler;s shoe, but even then it looks too straight/rectangular and cant tell the left from the right.
look at more boot reference and feet reference too.
http://www.google.com/search?hl=en&q=boot+sole&gs_sm=e&gs_upl=1573l3101l0l3409l9l8l0l1l1l0l96l568l8l9l0&bav=on.2,or.r_gc.r_pw.,cf.osb&biw=1920&bih=1017&um=1&ie=UTF-8&tbm=isch&source=og&sa=N&tab=wi&ei=Ic0lT8_FI-Xq0gHC47jPCA
this is a boot reference i had laying around:
In the meantime, here's a start on the trouser folds
Playing with polypaint..
I did the laces by making curves in maya to the shape i wanted the laces and then used the extrude along curve tool to make them into geometry. For the knot at the back i simply made 4 different Torus' and twisted them together.
Heres how it current stands at 8.5k tris, still have to do the retopo for his machete and mask.
Normal + AO + Polypaint bakes, no spec yet or texture work:
Wires in maya:
Things to do-
Retopo mask and machete ( AGAIN, goddamn file corruptions)
Finish bakes (mask, machete, buckles)
Textures!
Rig
Walk cycle anim.
Did a little more texture work today
I think you've got some good technical skills as far as working with the programs go, but you might need to re-focus on some basics of structure, anatomy, and color theory.
The anatomy has some serious issues, and all I can say is to just keep comparing your work to multiple references. The face has some serious issues, and I can't tell if you're going for realism or stylization. Parts of the arm are working, but others aren't. From the front, the muscles on the forearm don't seem to be wrapping around the form properly. The transition from hand to arm is not great, the wrist could use some work. The hand seems too.. eh, flat. The structure curves a lot more, how the thumb is attached right now isn't very natural, and the fingers should come out in more of an arc, take a look at your own hand. Look up some anatomical diagrams as well as photos of actual people, try not to reference other people's works too much, you just copy their mistakes.
I really like how the folds have been sculpted on the pants, but the actual placement and such seems pretty strange. The folds don't seem to occur in the right places or wrap around the form properly - it looks like you modeled them from several orthographic angles because the front wrinkles don't interact with the folds on the side, which doesn't really interact with the folds on the back of the leg. Overall it looks odd, again, look up ref.
The shape of the boots are still very wrong, I can't see much of a difference from where they were before to now, after MM posted up that nice reference. The shape of the sole should conform more to the shape of a foot, the toe should curve up, the back should not be so straight, etc. Despite some really nice modeling, the forms are looking really flat, especially on the low-poly.
I really like the way you've done straps and all his accessories.. like i said, your modeling skills are very nice, you just need to learn to critically analyze the shapes more when comparing to reference, and do some more anatomy studying. Hope I'm not coming across as harsh.
I guess i'l probably poke around on the lowpoly and textures to see if i can fix some of the issues you've mentioned.
Thanks again.