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#1 |
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Registered User
Join Date: May 2008
Location: England
Posts: 22
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Hey folkes, first time im posting here after joining up for the regular sculpting challenges.
Thought id share the latest piece im working on and hopefully get some comments and hints along the way. im not yet sure in which direction to take it, lowpoly game model o r highpoly render, will have to get there eventually i guess.. some info, basemesh made in xsi, and the rest is zbrush3, currently 280k polys at lvl 4. |
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#2 |
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Can't stay away.
Join Date: Sep 2002
Location: UK
Posts: 2,666
Thanks: 5
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Hey JR,
Welcome aboard! I think the feet need work. They are very plain at the moment. LOL Only joking.It will be interesting to see where this goes. Personally I think it would be cool to make this character a kind of reference character. It would be so useful to have an anatomy figure in various poses, with their musculature accurately deformed to suit their pose. Imagine that! What a resource.Currently everything above the external obliques looks fairly sound. The trapezius might be rising to far up the side of the neck though. Makes the neck seem very bulky. Also, the forearms are a bit on the long side. The biggest issue that you have to work on here IMO affects the area you are yet to add detail: The pelvis and legs. The legs are very short at the moment. They need to be scaled up about 140% I would say. They look to be somewhat shorter than the arms at the moment. So yeah, the figure needs to be balanced a bit before you go adding too much more detail. I really like the area around the shoulder blades. A nice reference image that. Looking forward to seeing more. |
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#3 |
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Labradoodle
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That's cool. But it may be me but the small of the back looks too broad.
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#4 |
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Airship
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Welcome to the boards buddy,
Not really anythign to crit so far, being zbrush, it's so early in the progress. The anatomy is exagerated and obviousely theres a lot more to do, hands, arms, feet etc as you know. The head has quite a few proportion problems, and doesnt feel attached to the body, etc. Really looking forward to seeing the progression, nevertheless, your other creature work is outstanding
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Joseph Harford Character Artist Portfolio & Blog : http://www.josephharford.com Tracker Knife - NextGen asset production series Contact me by Mail |
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#5 |
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Registered User
Join Date: May 2008
Location: England
Posts: 22
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Hey guys, appreciate all the comments, and iv tweaked things in regards.
Jharford, im not sure i understand the part about the head not being attached, if you could elaborate,id buy you a pint ![]() anyhoo, beside the small update to the detail, i shortened the arms a bit as they felt too long before, here goes |
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#6 |
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Registered User
Join Date: May 2008
Location: England
Posts: 22
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heres a small update, started working on the feet and hands. getting in to valley of "getting tired of this" now, not good
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#7 |
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Commando Moderator
Join Date: Apr 2005
Location: Romania, Cluj
Posts: 7,990
Thanks: 39
Thanked 186 Times in 159 Posts
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Looking very good, I especially like how you handled the forearm muscles ( I always hate doing those! )
I do think that the shoulders are a bit too low, and that the abdomenal muscles are also a bit too low, but that's my opinion. Everyone is unique anatomically, regardless of our common genetics. ![]()
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Cinematics: StarCraft: Final Metamorphosis (Final 7.5 Minute CG Animation) Speed Factor 2 (23-NOV-2010) Demo Reel 2010 (1-OCT-2010) StarCraft: First Contact (08-JUL-2009) |
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