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created Mucho Madness
on 07-10-2010 03:43 PM
just started blocking out a new sculpt i am going to make based on a paint i did a month ago
concept:
early blocking stage

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, dedicated polycounter,
1,867 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
, dedicated polycounter,
1,867 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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Wow, Very nice work! But the chest needs some work, The breasts(?) on him look to squashed giving him a more fat look than tough 
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, spline,
226 Posts,
Join Date Apr 2010,
Location Earth
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tnx  , that is actually what i am going for, he should have this fat body and big muscular arms.
But it still needs a lot of work so i'll make sure it has a believable transition between the two
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, dedicated polycounter,
1,867 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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lol looks like tinypic detected some boobs in my last wipshot :P

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, dedicated polycounter,
1,867 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
, dedicated polycounter,
1,867 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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tried to add more weight to the character

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, dedicated polycounter,
1,867 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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Looking good man, really like those heads. The pants look a bit baggy for such fat dude, I'd expect them to be tighter, like in the concept.
Overall I really like how you've handled the anatomy, but the back of the arm is suffering a bit from made up anatomy. It looks like the triceps, brachiradialis and ulna have all melted together.
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, polycounter,
1,125 Posts,
Join Date Jan 2006,
Location South Africa
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tnx for the comment Jaco
you are totally right ! i'm going to put more time in getting the arms right and find good reference for them first .
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, dedicated polycounter,
1,867 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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an update and a quick polypaint test on the face
forgot to mention that this is going to be a realtime character

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, dedicated polycounter,
1,867 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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still needs a lot of cleanup

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, dedicated polycounter,
1,867 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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he looks very kissable raven
Loving the huge forearms he has going on, dunno how those boots would work though it looks like the foot would constantly be lifting the back side of the shoe and screwing up his walk
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, triangle,
360 Posts,
Join Date Mar 2009,
Location Brisbane, Australia
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unf lovely sculpt man
only thing bugging me is the forms on the main block part of the hand are bugging me for some reason. And some of the pants folds are a bit confusing but very cool overall, especially that head
hope you can bust out some textures soon, shall be most good 
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, polycounter,
800 Posts,
Join Date Jul 2008,
Location Montreal, Candadadada
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awesome design.
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, spline,
119 Posts,
Join Date Apr 2010,
Location dallas,tx
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Raider: tnx  , yeah i imagine him dragging his feet/weight along struggling to go forward .
Nizza: tnx, yeah i know what you mean, maybe i rushed them a bit so i'll see if maybe i can soften that area a bit with the textures.
demilich: tnx ^^
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, dedicated polycounter,
1,867 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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Great character. That belt buckle is the business.
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, line,
57 Posts,
Join Date Dec 2005,
Location San Francisco, California
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tnx
started working on the diffuse

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, dedicated polycounter,
1,867 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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Looking pretty good, except everything seems a bit too saturated. The gold belt buckle, for example, would probably work better with a fairly desaturated yellow for the diffuse and then a saturated, bright yellow for the spec.
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, card carrying polycounter,
2,310 Posts,
Join Date Dec 2007,
Location Fremont, CA
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floating hat
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, polycounter,
1,275 Posts,
Join Date Dec 2008,
Location Wisconsin, USA
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Swizzle : tnx, yeah an overall desaturate looks better!
n88tr: some of the props still need to be added like some chains en ropes 
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, dedicated polycounter,
1,867 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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another update

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, dedicated polycounter,
1,867 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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that's a freakin lot of bullets, i think it would probably read better if you used half as many but double size (same individual length though) and left a few empty spots.
and y'know, make it a nacho hat.
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, card carrying polycounter,
2,468 Posts,
Join Date Apr 2009,
Location Vancouver BC
, triangle,
308 Posts,
Join Date Dec 2008,
Location Winnipeg, MB
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I feel like the pants are too dark, and you are loosing a lot of that awesome detail you had in the original sculpt. On top of ao, I would bake in a cavity map as well. And yes, too much saturation.
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, line,
96 Posts,
Join Date Mar 2009,
Location Seattle, WA
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tnx for the input guys!
already applied some of the suggestions
SgtNasty: :d yeah i don't really know how i got to the beltface but he does look like the pringles guy , maybe that nachohat wouldn't be a bad idea 
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, dedicated polycounter,
1,867 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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