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#16 |
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Join Date: Feb 2008
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reminds me of sloth off of goonies. after he hit the gym. Baby Ruth! Hey you guys!
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#17 |
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Registered User
Join Date: Aug 2006
Location: palm coast, Florida U.S.A
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heres kinda what it looked like:
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#18 |
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you need more drugs...lol
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http://katana2665.deviantart.com/ |
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#19 |
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Registered User
Join Date: Aug 2006
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winner faces off against the devil in an epic battle of the bands!
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#20 |
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The Nerd
Join Date: Mar 2005
Location: Germany | Cologne
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Hehe i think he has enough drugs
that's really funny dude.
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A Dark Jedi Project |
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#21 |
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Join Date: Aug 2006
Location: palm coast, Florida U.S.A
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i started making a low poly generic human for zbrushing. my plan is to zbrush 3 bodies, one normal, one buff and one fat. then ill photoshop concepts over them and decide how i want to do this. one thing i might keep from the dream is to have a musical instrument be the artifact.
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#22 |
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Registered User
Join Date: Aug 2006
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warning: somewhat nude looking
heres a wip test sculpt of the mesh im working on, head needs more defining, needs hands. this is just to test my topology and find where things dont work so well. shoulder topology isnt anitomically correct, groin angle needs work. eventually this will be the standard model. when im done ill inflate some stuff to get a body builder version, and a fat/powerfull version. then ill photoshop ontop of all those for clothes. then model the clothes, then photoshop armor, model the armor, photoshop accesories, model accessories, and then i guess it will be done. in 2 months ill probably have 10 variations to choose from. if i have nothing better to do, half way through i might start modelling a female version. im usually a procrastonator, so i have to shoot to finish way early in order to finish on time. with this concepting method, ill be prepared for any changes to the rules or story line when the real war begins.
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#23 |
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Yeah I'm definitely feeling these characters. I can see your progression with the actual character, and I'm also very happy to see you're keeping those artifacts. You're going to want that potion and large book on your model to make that personality shine. Keep rocking, man!!!
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#24 |
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started cutting into the face. trying to get my topology nice and neat, while slowly pushing all the triangles/ngons twards the ears. once the topology is there, sculpture should be a breeze.
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#25 |
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Da blue bus is calling us
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Your topology seems pretty good so far. Watch the loop that goes under the jaw to up around the forehead (kinda like a chin strap on a helmet). It's really needed to get a good transition between the front and side of the head. Right now you've got a fairly large empty section right where the side cheek would go that'll translate bad in zBrush.
Looking good so far though. Don't get too far ahead though....slow and steady, right?
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The only way to define the limitations of our existence is to go beyond them. CURRENT WIP: DW5-3D-Götterdämmerung -Puckducker LATEST COMPLETED PROJECT: DWIV - 3D - Puckducker - Dark Matter |
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#26 |
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im taking a break from anatomy to think about clothing style. 1000 years without machines. last time we were without machines was the 1800s, so i might barrow some of the clothing style from that era. i want to have somthing dynamic, loose, and flowing with the wind. i also want parts to be contrastingly tight. i will also include straight lines with high contrast in color and shape, with sharp angles and perfect curves to accent the clothing and represent the futuristic side of things. buttons, collars, belts and accents should be enough detail for the clothing layer. i might use civil war general/army/pirate clothing for references. i want it to be elegant yet powerfull. it should have flow and style to represent wealth and respect, but also have flexability to allow for proper combat. the goal of the standard model will be representing agility, very light if any armor, and the grace of a well respected general.
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#27 |
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Lord of Terror
Join Date: Oct 2002
Location: I live on a City, inside a State, and then on a big Country. Earth ?
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good thinking, 1000 years is a long time.
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DemolishMan.com Proud user of Maya PLE v8.5! |
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#28 |
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confederate general concept
maybe a bit too oldschool looking, might need to add a few futuristic elements, but it is a start, comments and critisizm will be appreciated. (and yes i know he has a little captain in him, lol)
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#29 |
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Da blue bus is calling us
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I like your concept for cloathing. I think you should maybe push to have more dynamic cloth, since it'll really give a lot more energy to a still posed character.
Your style does sorta remind me of Cervantes from Soul Caliber...you might want to look him up as good reference for design. ![]()
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The only way to define the limitations of our existence is to go beyond them. CURRENT WIP: DW5-3D-Götterdämmerung -Puckducker LATEST COMPLETED PROJECT: DWIV - 3D - Puckducker - Dark Matter |
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#30 |
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WOW! i didnt even think of that for a reference, its perfect! plus they change him a little every game, so theres alot of reference from one character. i started looking up civil war general, got inspired, and just jumped right into painting. i havent even got to pirate or army references yet. im thinking of making a quick concept to see what an impossibly huge/strong pirate might look like. after making a few similar concepts, i might frankestine the best parts together. thanks again for the reference ideas puckducker!
its difficult to find any references on cervantes. the one that was posted here is the best one i can locate, and its fan art. i might have to break out the ps2 for this one... Last edited by omnicypher; 21-02-2008 at 11:14 PM.. |
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