I wish I had the time to enter this contest and was looking forward to the continuation of this type of competition. My kind of thing being able to work in my own style and the ability to address the brief in any way, keep going and I will definately enter the next one (which will hopefully be soon!).
I'm no expert in anatomy, but something about the Serratus Muscles isn't working for me. I think, they need to not be as bulging, but still defined, and should be angled downward alittle more towards his front. You going to break symmetry like on his Abs? Awesome job though, i like it
so is there a technique to model it better according to the perspective? The thng you did in the eye section with the strong defined planes looks like one , how did you do that ? PS ? may be I should do something similar and work out the perspective in B&W and categorize the surface planes?
cool work! i feel like the ankles are a bit too wide and shapeless maybe try getting it closer to the reference you poset where the character has a belt across his chest. his ankles look more defined. Would love to see a larger preview of your model :)
Another update :) I went in and further defined the areas around the rib-cage, Coccyx and the pelvic bone. At this point I'll be focusing more on the arm and trying to bring that up to a better quality. Please let me know what you think, any feed-back would be greatly appreciated :)
The face could use a little more detail on the upper brow. He could also use some more well defined cheekbones. Also, I’m not sure if this is a design preference of yours but in most of the images he looks much more muscular in the upper body than you have modeled in.
The shoulder pauldrons are too muddy. You need to pinch and define planars more, study existing clothing and see how and where folds get sharper, bunched up more, or splay out from origin points across cuffs, etc. Can you get a close up on the face?
The metal in the modular rail piece does not look like metal to me. It falls between wood and stone but in my opinion definately not metal. Also like the person above me said, some of the pieces use too many tris than they should, I would look into optimization more.
heh, I know it was probably (read definately) over the top but what the hell, I'm no animation master. Anyway the model and tex's are up for grabs now http://www.the3dstudio.com/product_details.aspx?id_product=210747 just in case you were wondering it is free :) Time to finish that bin and get on with other stuff...
The skull still looks very odd, more silly than threathening. Need bigger eyes, and a few more polygons to define the shape of the head and the cheekbones. Overall - don't be afraid to go wild on the texture, you are seeming to be very conservative and tidy, while that will take away from the "epic" factor.