So I'm making a ranger character for my final year project.
The character is intended to be in a similar style to Guild Wars and will involve some study of anatomy, as well as fabrics and hard surface armour.
I've enclosed some of my concepts, intended out come, and progress sculpts. any crits or comments would be really appreciated.
Now here is a bombardment of images.
There are some parts of the sculpt that are a bit strange and need more work. The hands, calves and feet haven't really been touched yet so that's why they look so underdeveloped, and the trapezoid is just a tad overdeveloped.
The aim for the amount of muscle is about just below the amount of muscle a bodybuilder has, but quite toned.
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For this character I would say: Get his overall proportion done, block the main muscle mass if you want to get some volume on his clothes and then go for his armor/ clothes.
But if you have enough time the anatomy study it is fine.
And what you want with those thumbnails? It looks like you have already made your concept.
I'm so happy that I'm taking the time to sculpt the anatomy in, looking at how the muscles all intersect is so cool, and if I didn't look at it too much, my character would end up being a misshapen blob. Before this I wasn't too good at male anatomy.
But as an update to what I've done anatomy wise -so that this post isn't just me gushing about how awesome muscles are-, here is my progress.
With the body, I think that the main areas that I need to work on the most are the hands and forearms. The muscle groups in the forearm are confusing.
He may also look too square in the chest area? I'm not sure, but something feels wrong there.
anatomy crits: give him a neck by lowering those traps down, keep it convex in all views, enlarge head a bit, on the anterior superior iliac crest, thers a tendon that runs down into the outer-thigh, this will fill out that odd looking hollow you have there (lookup tensor fascae latae..(sp?)).., obliques can come higher up, make lats more broader ,and thicken those fricken forearms and hands.
recheck the 8head rule etc.
keep it up and keep it loose, go for a nice lookin sillouehette (sp?) rather than going for all the tiny dimples . tbh you're pretty much there jus shift bits around .
good luck!
This is a nice reference to nail down the landmark areas http://www.zbrushcentral.com/attachment.php?attachmentid=59061
and also have a quick look at this tutorial http://www.2d-digital-art-guide.com/male-torso-drawing.html
The folds in the fabric is a bit too soft, especially on the trousers and extra folds around where the knees are, especially at the back.
Where the straps are, there needs to be more definition of how it's affecting the fabric underneath.
Plus the sculpting I need to do on the unfinished areas.