Home 3D Art Showcase & Critiques

savage wolverine

Ged
interpolator
Offline / Send Message
Ged interpolator
Inspired by Joe Mad and Zeb Wells Savage Wolverine http://www.comicbookmovie.com/images/users/uploads/10300/Joe-Mad-Savage-Wolverine-New.jpg

I set out to make my own take on a game quality model. Heres the sculpt so far. :)

savage_wolverine.jpg

Replies

  • dimosM
    Hey, looking good, but i think there are a couple of things you need to be aware of regarding the anatomy ;
    Starting with the back, the rear deltoid is huge and so you had to move down your teres major and serratus anterior leaving in the end no space for the lats to sit in.
    Upper leg ; the vastus medialis is really big, both in height and width(i really like the tear-drop shape though) and you are actually missing the sartorius muscle, try placing him and he is gonna help you narrow the vastus medialis. The vastus lateralis isn't supposed to grab to the common tendon at the level of the patella, he inserts a little higher - take a look at the construction of the common tendon of the quads.
    Neck muscles ; The sternocleidomastoid (this name is getting longer each time i write it) and the trapezius occupy the whole lateral side of the neck leaving no space for the rest of the muscles that are there(levator scapulae, omohyoid).
    Take a look at the forearm muscles in general - especially the extensors.
    Hope that helps and good luck :)
  • Biomag
    Offline / Send Message
    Biomag sublime tool
    It my be just my opinion, but those comic characters gain their great look from correct anatomy that just gets exaggerated. So to get the best results you should really try to get this part right. Might be I am wrong, but I think as dimosM said, you have some issues there.

    If you are going to make a game character, I also think you should use a more relaxed t-pose and facial expression, but you might want to keep it as it is, if you have specific reasons for it, yet its a little odd choice IMO.

    Cheers :)
  • slosh
    Offline / Send Message
    slosh hero character
    This is a pretty solid sculpt but i agree the anatomy has some subtle issues. The pose is also quite awkward too IMO. Also, if you are basing ur wolverine off of that concept, I think ur proportions are quite off. The concept feels much more stylized...
  • Ged
    Offline / Send Message
    Ged interpolator
    @DimosM yes I need this kind of feedback! Ive been working hard to nail the anatomy but its almost impossible to tell whats going on in the comic book reference so I used some real reference and some comic reference and tried to make the 2 work together, obviously its not quite there yet as you guys are spotting issues.

    @Slosh yes it is an awkward pose, I wanted to hunch him over to get some attitude in while sculpting but realised I cant do that if I want to get into all those hard to reach areas so hes kinda half hunched haha. I do want to base the proportions off of that reference or at least similar. more like this from that same comic :

    http://cdn.comicartfans.com/Images/Category_4847/subcat_44305/15.jpg
  • Ged
    Offline / Send Message
    Ged interpolator
    been working on those anatomy issues, had to redo a fair amount of him, its not done yet so feedback now would be appreciated

    wolverine_wip2.jpg
  • dimosM
    Hey, definitely looking better but there are still a couple more things off.
    I may be mistaken because of the belt, but sartorius doesn't really make it to the anterior superior iliac spine where he originates from, so i would suggest placing him a little bit higher. It would also be a good thing to widen him a little more and then smooth this area because we dont actually see him that much on the surface. Keep in mind that he is there to create a plane change between the muscles of the inner leg and the quads.
    Look at how the sartorius affects the surface http://i.imgur.com/U1an3St.jpg
    Upper legs are pretty hard to get right so i am not sure if my feedback alone is enough, hopefully someone else will jump in and help.
    At the back, make sure to indicate where the tail of the trapezius ends (about at the height of the last thoracic vertabra) and where the erector spinae muscles start. Right now they are kind of fused together which actually does happen but mostly on some pretty bumped up bodybuilders.
  • Ged
    Offline / Send Message
    Ged interpolator
    thanks for the feedback! Im at work at the moment but will do some more research when I get back on to this model at home. Its going to be hard to get the right balance of accurate anatomy and stylized shapes but Im going to try to make this work.
  • Ged
    Offline / Send Message
    Ged interpolator
    I finally had some time to work on this guy, feel like its moving in a better direction now, getting more stylized comic book shapes in there :)

    wolverine_wip3.jpg
  • lovingit2
    Offline / Send Message
    lovingit2 polycounter lvl 5
    Looks pretty awesome to me! Lots of hard work there. Unless someone is like super advanced with the anatomy I wouldn't have thought anyone would have spotted any issues. That's my 2 cents - you can always be more exact but if the purpose of this is for a portfolio piece for games I highly doubt you'll run into any art director who'll throw this out because it's missing a certain muscle. But that's my 2 cents... perhaps standards are far tougher than I thought :)

    As for the pose. I wouldn't have a problem rigging this - all the joints are mid bent which is just fine - but again I'm not a rigging specialist.

    So I just came here to say great job mate - looking good!
  • Ged
    Offline / Send Message
    Ged interpolator
    thanks a lot! nice to have some praise every now and then. I will work on him some more when I get time, very busy lately though!
  • Jacky Simson
    Awesome savage wolverine, very well done...
  • Ged
    Offline / Send Message
    Ged interpolator
    thanks I am actually still working on this guy when I get some time, been doing a paintover to decide colours and materials recently.
  • Ged
    Offline / Send Message
    Ged interpolator
    just a colour paintover in photoshop of the sculpt to keep me inspired
    glenn-donaldson-wolverine-paintover.jpg?1433192932
  • Ged
    Offline / Send Message
    Ged interpolator
    finished sculpt working on lowpoly at the moment.

    glenn-donaldson-wolverine-sculpt-final2.jpg?1434320062
  • primnull
    Offline / Send Message
    primnull polycounter lvl 5
    not sure if realism is even on your radar, but his claws look longer than his forearms
  • Ged
    Offline / Send Message
    Ged interpolator
    primnull wrote: »
    not sure if realism is even on your radar, but his claws look longer than his forearms

    nah Im working based off a few comic book frames and decided to go for cool shapes over proper realism in order to capture the exciting curves and shapes I like in the comics.
  • Ged
    Offline / Send Message
    Ged interpolator
    Finally finished him! :D 17630 triangles and colour, normal, roughness and metalness 2048x2048 texture maps.

    Check him out in 3D here: https://www.artstation.com/artwork/savage-wolverine-fan-art-3d-viewer

    glenn-donaldson-savage-wolverine1.jpg?1436916318

    glenn-donaldson-savage-wolverine-3views.jpg?1436916247
  • BARDLER
  • MephistonX
    Offline / Send Message
    MephistonX polycounter lvl 9
    Yep i agree, he kinda looks like he's about to sit on a toilet

    Apart from the pose its great, nice one
  • kanga
    Offline / Send Message
    kanga quad damage
    Nice job!
    There are anatomy issues still. The serratus is not interlocking, the neck looks too thin, you should leave enough room for the muscles but not make it so thin that it doesnt fit with the rest. My personal favorite (forearms are a bitch :) ) the elbows are too low and the muscles on the forearm are not there yet, not fitting, looks like the back of the elbow you are still searching for the forms.

    But like some people say, why bother? I reckon you have a really nice model there. I think if a few bits flowed better the char would be more powerful. I hear ya on sculpting in a pose to get a feeling and I would never sculpt a stock straight figure but I think sculpting in a posture will make it easier to judge proportions like torso, arm and leg length while you work.

    The face looks great btw.
  • Ged
    Offline / Send Message
    Ged interpolator
    Thanks everyone, Im not totally happy with the pose, I want to try some other poses, the pose was mostly based on this one but I think mine is leaning forward too much.

    3316876-08.jpg
  • MrHobo
    Offline / Send Message
    MrHobo polycounter lvl 13
    From what I can see, I think his left leg is coming forward more in the cover image and his upper body is rotated slightly. Also youre missing his fists. Thats a significant part of the impact of the image.
    Good job with the lighting btw :)
  • Ged
    Offline / Send Message
    Ged interpolator
    MrHobo wrote: »
    From what I can see, I think his left leg is coming forward more in the cover image and his upper body is rotated slightly. Also youre missing his fists. Thats a significant part of the impact of the image.
    Good job with the lighting btw :)

    Thanks! yeah I totally wanted to do the fists but my rigging skills are not great haha his fists looked pretty aweful when I posed them! I will look into the leg and torso posing thanks!
Sign In or Register to comment.