pretty rad- biggest beef is the bodies don't really look dead. I mean, yeah they are chooped up torso`s, but I`d imagine them more limp- mainly the heads flopped forward.
another update before i go to sleep!!!!! I not sure if I should put helmets on everyone or what. I actually been working on the body on the left side, I'm adding burn marks,scars and etc to all the bodies to breakup the flow. The guy in the middle is the general so i may add some more stuff to him.
Looking good man! The helmets are a good idea, so its hard to tell that the characters are clones of each other (it covers it up, and you can save on texture space by overlaying the uvs). My only crit atm is I think the abdominal and oblique area looks too defined on the corpses to me.
Nevertheless, this is certainly looking a lot cooler now though, well done.
This looks awesome. You're going to give them the nordic blonde hair, right? In my opinion, that enhanced the innocence of the original concept in an interesting way - that is, instead of decorating its belt with bodies for the fun of it, it's because of their bright ornamental value. The helmets are a nice variation, I like them too.
Hey everyone, think I'm done with this bastard. I know there are small things I can fix on him but I need to have this done and ready for a job I'm trying to get. I'll pose him prob, Please forgive my white background I just threw this together.Critic this Please!!!!!
whats_true-I just threw this together sorry for the white background....hahahahhaah. I may do little bit more detail to the bodies. Does any body know a good alpha to fake body corrosion?
Cool work. Definitely interesting but I think the flesh looks stretched a bit tight over this character + corpses.
I tend to think a lot of the muscles and flesh on the corpses would be sagging or hanging more limp. The flesh on the character reads as wrinkled and has creases, but it feels like it should fold more.
If you feel like working on this guy some more, try going to a lower sub d and using the move and magnify tools to try and create a more rolling flesh feel on the character.
Although the corpses all look very similar, after you unwrap them, try stretching/skewing/bending them at slightly different angles and muscle proportions. Maybe create various tears at the abdomens by giving that portion unique uv space and alpha mapping.
the arm muscles on the bodies shouldn't be tensed. muscles are like elastic bands, only tought because they're connected to bones at both ends. when a muscle tears/is cut down the middle, they either go very limp, or they retract back to their connections.
Hey man. This turned out pretty dope. I agree with Tumber in the fact that seeing how long you've spent on this would be almost a shame for you not to texture it. But then again, you've been working on this for a long time and I can see why you'd wanna be done with it. It turned out great as is anyways.
Few crits.... scars? Name could be spiced up a tad imo. Tubs McKenzie or something. :poly121:
Maybe have a little geometry inside the mouth. Very distracting to see through to other side of mesh imo.
I dig the new logo you got going.
Best of luck with the job search. You should not have too much of a prob finding something.
Replies
Nevertheless, this is certainly looking a lot cooler now though, well done.
Total agreement with Brad on the abs.
The flesh could look like its decaying more and the General in the middle could look a bit more like a General to me. Smashing job over all though!
I tend to think a lot of the muscles and flesh on the corpses would be sagging or hanging more limp. The flesh on the character reads as wrinkled and has creases, but it feels like it should fold more.
If you feel like working on this guy some more, try going to a lower sub d and using the move and magnify tools to try and create a more rolling flesh feel on the character.
Although the corpses all look very similar, after you unwrap them, try stretching/skewing/bending them at slightly different angles and muscle proportions. Maybe create various tears at the abdomens by giving that portion unique uv space and alpha mapping.
Good progress! Good luck!
Few crits.... scars? Name could be spiced up a tad imo. Tubs McKenzie or something. :poly121:
Maybe have a little geometry inside the mouth. Very distracting to see through to other side of mesh imo.
I dig the new logo you got going.
Best of luck with the job search. You should not have too much of a prob finding something.