Hey guys,
I have been lurking on this forum for a long time now,being very inspired by the work you all produce and decided its time to get involved. Up until quite recently I have been studying at the University of Teeside working on a BA Hon's in Game's Art, and with my dissertation handed in and all of my module work completed I can breath a sigh of relief, take some time out and produce art, free of the hassle of deadlines and ICA requirements... at least for the time being.
Since I started working in the 3D medium I have always wanted to produce a Dwarf Slayer, having been a fan of the Warhammer Universe for as long as I can remember. Over the next few days... and depending on how much time I have in between house hunting/moving.. next few weeks. I will be documenting my production process on this forum and would be great-full for any feedback and interest you might show.
If anyone is interested in the work I have produced previous to this production check out my
Portfolio
It hasnt really been updated recently but this is the main purpose of this project and all to come in the next few months.
As with most productions the first port of call was to gather reference images for the subject matter... Below you can see a small sample of the images I collated as-well as a quick block-out of the Dwarf sculpt.
I believe the general forms are about right now for the dwarfs scale and weighting of the torso etc.., however im going to continue to develop upon it as i further reference my image collection and review my anatomy knowledge.
Replies
The belly/butt area looks a little werid at this stage but its a nice start!
Quick update before sleep
you better not fuck this up!
With this piece in mind i got to this next stage...
I agree with this. (remarkable proportions on that guy if it hasn't been shopped, which I assume it has, lol) The muscle definition on the above reference seems more appropriate for the hearty, swashbuckling type which you have shown on your initial reference board.
I've been tinkering away at a dwarf character as well, and when looking for reference, I found a lot of help establishing a look by studying NFL Linemen - they are a nice example of people who weigh an incredible amount but are still very athletic.
And that bring up another point, I wouldn't rely on the work of others too much for reference. Sample real life. It can be helpful sometimes to see a direction someone took a piece, but in this case, with the example you provided, I would have similar critiques despite it being produced by an accomplished artist.
yeah man, give this guy some stumpy legs and a mohawk, and you've got a dwarf slayer.
Look at the side view here. You can draw a line straight down the center of the character. The head is centered over the spine, the spine is perfectly centered over the pelvis, and the legs are centered between the ball and heel of the feet. The weight of this example character is well balanced. The dwarf is severely off balance.
Besides the proportions being off, first and foremost, and I cannot stress this enough, use REAL reference, do NOT make shit up. 3D models are NOT real reference. Find photos of the body type you're looking for and study it. And for Thor's sake, get a muscle chart. I say this as it being necessary for character work, not as an insult to your intelligence. I've attached the muscle chart that I use, it shows the muscles in motion as well as being accurate and readable, but you may find another one that works better for you.
You're missing major bone landmarks of the body, such as the join of the clavicle to the humerus, which while that may not be necessarily visible on a beefy dwarf, the way the muscles interact with the shoulder girdle is extremely important and placing that landmark correctly will make your model look more believable.
On a more specific note about your proportions and form, first thing has been mentioned in my image that Warhammer Dwarves don't taper. They are super chunky and blocky. They are also generally not super lean. They're ripped as hell, but the muscle definition should be in the larger shapes, with some very subtle grooves in the skin until the muscle flexes. And get those legs stubbier by about 15%, they're still too long.
And just to sound like a broken record, work on a lower subdivision. Your model is still super lumpy, making it impossible to tell what's intentionally sculpted and what needs to be cleaned up.
I've been using Dynamesh and been a little messy with my subdivs in all honesty, i know its not good practice but my systems been dying a little and i think i may have jumped the gun, You think its worth retoping the model?, or can you suggest any good methods in gaining a bit more control over my model. Just to note the lower (really lumpy) part of my model is going to be covered up and not visible hence its still rough and messy nature..
Again thank you for constructive criticism.
Only a 2 minute edit as im off to work, but something more along these lines ?
i think you should give him a full beard too