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razvanimation's Avatar
Old (#1)
Hello people!

I haven't posted in a while and I would really appreciate some feedback right about now.
Here's the idea. We were given a concept from an established concept artist (in my case Chris Ayers - check him out he is amazing - http://www.chrisayersdesign.com/ - he is letting us use his concepts) and we have to fully translate this in 3D as best we can while staying very very true to the original design. So staying on model is the biggest requirement.

Here the concept:


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The big pig on the left is the concept, everything else I just gathered for reference (many thanks to the other artists too).

Here's the progress to far:
Original zspheres and base sculpt:


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First retopo pass:


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Silhouette:


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I'm not worried about legs, arms and ears yet because those seem easy enough.

Can I get your opinions on how the overall shapes are matchin' up?

Thanks!!!!

Last edited by razvanimation; 10-14-2011 at 12:55 PM..
Offline , null, 23 Posts, Join Date Aug 2011, Location San Fran  
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razvanimation's Avatar
Old (#2)
I'm thinking of closing the mesh and re-projecting the detail. And after that finish another big forms sculpt to more accurately match the concept. Any thoughts on where I am moving too far from the concept?
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BrontoThunder's Avatar
Old (#3)
It looks like you're using some weird bastardised version of Michael Kutsche's painting "Boxer" on your reference sheet - I just had to post the actual painting:
Offline , polycounter, 938 Posts, Join Date May 2010, Location Sydney Send a message via Skype™ to BrontoThunder  
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razvanimation's Avatar
Old (#4)
Greattt! Thanks. I think the image I have is a 3D model somebody did of that concept.
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tonysladky's Avatar
Old (#5)
The little chunks sticking out right under and behind the eye sockets should be bonier and rounder (knobbier?). You've got them looking like flaps of skin, like something flat, when they're definitely bony protuberances with more thickness to them.



I'd personally say that if you've got the one piece of concept art that you're supposed to work from, then a reference sheet full of other concept art isn't going to do you much good other than as color, lighting, and display reference. Look up some photographs of warthogs to get a better sense of the detail that the original concept leaves to the viewer's imagination. I couldn't find an image that illustrated the main issue I had (the bony protuberances), but you're definitely going to want to look at pictures of warthog skulls and skeletons as well to get a sense of the underlying structure.
Offline , spline, 138 Posts, Join Date Mar 2011, Location Milwaukee, WI  
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razvanimation's Avatar
Old (#6)
Good point.
I'll look into that.
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razvanimation's Avatar
Old (#7)
So I finished the base mesh with hoofs and eyes and I continued making the begging for pants and belt along with the overall flesh.

finalized base mesh:

By razvanimation at 2011-10-14

some more sculpting update:


By razvanimation at 2011-10-14


And that's it for tonight, I'll continue tomorrow. Any C&C welcome!

Laters'!
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razvanimation's Avatar
Old (#8)
I didn't get a chance to work on this because I was concerned with sone other pieces, so I'll resume tomorrow morning. Any thoughts up to now?

*Bump*
Offline , null, 23 Posts, Join Date Aug 2011, Location San Fran  
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razvanimation's Avatar
Old (#9)
* more updates on the mass sculpt. any pointers?



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Baddcog's Avatar
Old (#10)
He's pretty cool, but I think that bony thing still needs work. Yours seems to hook down a bit and sharpen. That warthog picture, his just sticks stright out and has a nice round tip.
Great at starting projects...
Offline , dedicated polycounter, 1,617 Posts, Join Date Jun 2007,  
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razvanimation's Avatar
Old (#11)
Yeah, I've been trying to get a good solid feel for that bony landmark...
Maybe I could try rounding it out at the ends.
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