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created ArenaNet Internship Creature
on 08-24-2011 04:01 PM
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, line,
97 Posts,
Join Date Mar 2011,
Location Burbank, CA
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Not a character artist or anything, but I think the legs are too long in your interpretation. In the concept the creature feels much stockier that your model. That could very well be because the creatures legs are bent in the concept, but even still I feel like you may want to consider shortening his legs up a bit.
Beyond that I think you've done a very good job!
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, spline,
213 Posts,
Join Date Nov 2009,
Location Chicago, IL
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IMO another pass at the proportions and silhouette should do it- I did a quick liquify to show some slhouette changes I would make.

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, polycounter,
1,095 Posts,
Join Date Jun 2010,
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Hope this helps man. Best of luck to you!

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, dedicated polycounter,
1,596 Posts,
Join Date May 2009,
Location San Diego
, line,
97 Posts,
Join Date Mar 2011,
Location Burbank, CA
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I really hope you kept that spikey hair geo on a seperate layer in ZBrush cause if not baking that is going to look pretttyy weird.
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, polycounter,
786 Posts,
Join Date May 2009,
Location San Mateo, CA
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lol ceebee. I know man. It's on a separate layer.
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, line,
97 Posts,
Join Date Mar 2011,
Location Burbank, CA
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Marcus: Mosto f the feedback in this thread is pretty spot on. You better not drop the ball on this, I'd like to see you get that internship. Be more critical of the concepts proportions and mass and be sure to not try and render that fur into the normals. It will look bad. I can't really do paintovers for you as that's probably a conflict of interest.
Do. Work.
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- Hey Joe, Thanks for stopping by and leaving a comment dude! Don't worry, I have a firm grasp on my ball...uh...I'll try my best  The fur is just there as a placeholder to help me get a better feel for the character.
Anyways, here is an Update. I changed the proportions, posture, and added some more detail to the body. All comments and Critique are very welcomed.

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, line,
97 Posts,
Join Date Mar 2011,
Location Burbank, CA
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The legs in the concept look more like goat legs than the human legs you've given it
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, dedicated polycounter,
1,562 Posts,
Join Date Oct 2004,
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Oh nice, definitely rings truer to the concept. Nice job.
I gotta ask tho, what's up with the inflamed taint?
And aside from its' inclusion, I feel that it doesn't give the sense of depth that the rest of your model has. Like, in the pecs for instance, you have this nice puffy shape which folds over sharply. I think some consistency is needed across that perineum. Not to mention that its' positioning atm its pretty much capping his anus 0.o
I guess what I'm trying to say is, right now you've got a lukewarm taint on your hands... I would say either push the forms so that it has more deep recesses and bulbous shapes like the rest of the model, or just obscure it with chunkier butt flab.
But there you have it. Either way, I think you've done a good job taking everybody's crits into account. And thank you for giving me the opportunity to ponder taints this lovely Sunday morning.
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, triangle,
491 Posts,
Join Date Mar 2010,
Location Los Angeles, CA
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Nice! If I would add anything, it would be that his nose area is thicker in the concept. More like a straight line from the forehead to flared nostrils without a nose tip. I think it would make the creature look more brutish.
Greatest of successes to you.
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, vertex,
30 Posts,
Join Date Jan 2011,
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Hey guys, I'm back! Unfortunately, I don't have much time to work on things as much as I would like right now (hence the situation I mentioned in the first post). Luckily for me though, the deadline is far enough for me to finish this guy. Anyways, thanks for the comments. I really appreciate them. Keep'em coming.
Marine - Dude, you had me staring at that concept for about two hours trying to figure out what was going on with his legs lol. I've decided, after careful research that he has gopher type claws and bear type legs, with a little human influence. Thanks for commenting.
Robat - Nice eye man! I didn't even think about that area because I planned to cover it with fur. Thanks for the comment.
Larkbeef - You're right about the nose. I always try to put a little hyper realism into my pieces with a little stylization. However, like you suggested, I cut the tip off because it just didn't match the concept. Thanks for the comment.
Alright guys, here's an update. I'm almost done with the sculpting and then it's time to crank out the Low Poly. I really want to do a great job on this, so if you see something wrong, please let me know. Thanks.

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, line,
97 Posts,
Join Date Mar 2011,
Location Burbank, CA
, line,
97 Posts,
Join Date Mar 2011,
Location Burbank, CA
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Hey! Looking good!  I'm a big fan of his face!
The topo at the top of his head, like around the forehead, looks really dense compared to elsewhere. It just looks to me like an area where the normal map should be doing the work, and not really the topology.
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, triangle,
287 Posts,
Join Date Apr 2009,
Location South Africa
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Marcus, that sculpt is looking pretty strong. Your low poly tho is definitely not very optimized.
I did a quick paint over, certainly hope you don't mind but I thought it might help to illustrate my points. There are areas of high dense geometry where it really isn't needed as well as not enough geo in other areas. The joints need more love and edge definition, as well as your over-all mesh flow. Be sure to define your deformation points. (1) to hold one volume, (3) to hold the second volume, and (2) edges used to deform. Around knees and elbows adding hinge edges as well as giving the "front" of the knee, and "back" of the elbow more edges will greatly help with deformation during animation.
Also I see what you're trying to do with some mesh edges with a lot of his fat folds which is great to define, but you're losing strong rings that will hurt the final "animatability" of the model. New words rock. Make sure the flow is good and then go in and get fancy with support edges for fat jiggling, support edges for muscle structures and the like.
Good luck man, I hope this helped in some way.
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, spline,
137 Posts,
Join Date Nov 2004,
Location San Mateo, CA
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Your newer posts are looking closer to the concept - good job
I'm not sure if you're planning it, but an ambient occlusion pass and crazybump diffuse conversion from your normal map would go a long way to improving the look of the bake.
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, polygon,
525 Posts,
Join Date Sep 2006,
Location Irvine California
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Thanks for commenting guys.
Vorge - Dude, thanks a bunch for taking the time out to do that paintover. I think it really helped me a lot. I have changed the topo and hopefully it looks better. Let me know if you see anything wrong.
foreverendering - Thanks man. Yeah, I plan to do the whole AO thing to help things pop. Right now, it's a bit muddy because it's not properly UV'ed and nothing is really getting much texture space.
Okay guys. I decided to do a quick rig, after changing the topo up, to see what my deformation is looking like. Let me know what you think.

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, line,
97 Posts,
Join Date Mar 2011,
Location Burbank, CA
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Looking good bud. Don't like the maya viewport shader quality, but this is looking tip top. keep banging on it.
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This looks bad ass man. The only thing i dont like is how the fingers on his hands are meeting the claws. It is just too soft looking. Great work again 
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, polycounter,
862 Posts,
Join Date Sep 2009,
Location Bulgaria, Troyan
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The topology looks way better man. Good looking stuff, I'd say though use the extra 1k tris you have to make the teeth and inside of the mouth as well as some cards for fur on his legs and arms. Keep it up.
The Grinch who stole christmas lol XD.
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, triangle,
420 Posts,
Join Date Jan 2010,
Location Winter Park, FL
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Glad I could help man, that's a huge improvement to your low poly. Also going to have to echo Joe on the Maya viewport render. Otherwise it's coming along really well.
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, spline,
137 Posts,
Join Date Nov 2004,
Location San Mateo, CA
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crazy good critique vorge..
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, polycounter,
797 Posts,
Join Date Nov 2009,
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Thanks for the comments guys.
Stoofoo - Thanks bro. Yeah, the viewport is just for wip's.
disanski - Thanks man. Yeah, with the AO, they should separate better.
itismario - Thanks dude. That is exactly why I saved those polys for later. He already has a mouth cavity though.
vorge - Thanks again for the topo help. I really appreciate it.
Okay guys, I've been struggling to get time to work on this guy (but life is full of obstacles waiting to be overcome). Anyways, I have him uv'ed, normals and AO baked, and I am currently finishing up his skin texture. Let me know what you think. Oh, and I know about the seams, I like to paint those out once I'm completely done with my colors.

Last edited by mjackson126; 09-11-2011 at 03:41 PM..
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, line,
97 Posts,
Join Date Mar 2011,
Location Burbank, CA
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Roseanne Barr?
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, dedicated polycounter,
1,685 Posts,
Join Date Sep 2009,
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