Hello to my fellow polycounters! I’ve been working on a character in the evenings after my day-job, in hopes of pushing my portfolio forwards. In the past I’ve either had a fairly generalist portfolio, or the chosen designs were not visually strong. I’ve reflected a lot lately, and decided to push forwards with a stylized…
Upper Body looks great, the legs and boots especially need some refining of the detail, the textures look murky and undefined. Hands are well done. Maybe make the holding tank on his back a little more interesting, I feel like it defines who this character is for it to be just plain grey metal.
Had a couple hours this week to work on this again. Refining shapes but trying to keep the silhouette. Pretty torn on the wires. I like the way they bring in a sense of flow to the design, leading the eye from one shape to another, but I feel it may be cumbersome. Will continue to teak and define shapes. Update soon.
Here's some more WIP: I've mainly worked on the torso, as well as arms and lower legs to define the "holes" in his skin revealing the underlying bone and muscle. I'll refine this a bit more further on. So far I've pretty much ignored the hands and feet, which will get the needed attention soon. :)
https://vimeo.com/457274458 Subdivision surfaces are piecewise parametric surfaces defined over meshes of arbitrary topology. It's an algorithm that maps from a surface to another more refined surface, where the surface is described as a set of points and a set of polygons with vertices at those points. The resulting…
locusts are pretty much humans with some exaggerated anatomical proportions, some of the anatomy is way off in this, pretty much all of the leg, not to mention how the upper body has fairly defined muscles then there's next to nothing in the legs. The character also looks like a big rectangle, where's his lats / obliqs /…
TRION WORLDS www.TrionWorlds.com/careers SEEKING: SENIOR SYSTEM DESIGNER for our DEFIANCE, game DEFIANCE is the first multi-platform shooter MMO, that in a ground-breaking entertainment experience, interconnects with a global television program on Syfy. The game combines the intense action of a console third-person…
Hi, I’m currently working on a ~10-minute 3D short film and I’m looking for an experienced rigger to collaborate on a main character. Project context * Personal short film (solo project) * Creature: quadruped with stylized semi-realistic anatomy * Software: Autodesk Maya (Arnold pipeline) * Goal: clean, animation-ready rig…
I can see what your saying good image uve found btw looks a little to evil for my liking but the datiling is great. and for the scales there was an earlier version that I refined and took out the scales. But adding some wrinkles and more weathered look definately, thank you for the comments very helpfull. I shall evolve…
Thanks. I feel like moving the destruction around helped quite a bit. I have a base layer in Mudbox underneath a rust layer and a dirt layer. I'm still painting through a stencil for the rust, while using a stamp brush for the dirt while erasing the edges to refine its shape. Does it look more defined now?