Thanks for the reply Zac! I have seen some animation showreels but how do you spot an amateur or junior animator showreel vs a senior more experienced animator? Like in modelling one may look at the form the fidelity the texturing, style, anatomy.
Maiasaura. Hmmm. I'd almost add just the winkles again as a multiply layer with a gaussian blur of low value to "fake" Ambient Occlusion lighting, Do that on a separate layer frm the pigment of the critter's skin. That would help. But the anatomy and the proportions looks spot on. Scott
Little update, I just fixed the underlying anatomy using references so i can better place the shoulder armor, ill have to redo the armor pieces because they are looking too blobby. I also fixed the cheekbones as they were a little flat.
Base body looks good so far, although I'm not sold on the knee anatomy. The kneecap area could stand to be a little leaner, I think, to match the slim legs. I like your reference selection, curious to see how it will turn out! ^_^
Posing and starting to refine the anatomy. Man I LOVE the way the lower jaw protrudes in this comic. It's a nice visual cue for something abominable walking around in human skin. I think I'm capturing the look so far. It's hard tell with just the sculpt.
Hey, thanks for the reply. I do have some knowledge on anatomy so i am more comfortable with organic stuff (characters mostly). I would like to go into mehanical/hard surface though, so i will give this workflow a go, cheers.
Thanks for the nice words Giacomo. If you are interested in learning some anatomy etc. head on over here to this course I did a while back. That would be a good place to start for sure: http://www.digitaltutors.com/tutorial/1357-Techniques-for-Sculpting-Like-the-Masters-in-ZBrush
Did a couple rough sketches of some skeletal anatomy to get a better grasp as to what I want to do. I'm thinking of doing a biped alien with 4 arms. I'll most likely be doing a lot more research before I start modelling.
I like the idea, it has a lot of potential! I would suggest blocking out any large detail/anatomy at a lower subdivision level. You have a lot of polys here and it makes it a lot harder to figure out those general proportions and details.
I Also like the way it's going. The anatomy looks valid, you might need to focus some more work on the feet. It's lacking behind. But You probably already know that :) Just keep it up and I will have a look at it when you are done. Will be interesting.