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created Alien Bust
on 12-01-2011 12:57 PM
New guy here. Will end up at game spec.

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, triangle,
427 Posts,
Join Date Jul 2008,
Location Burlington VT
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Great start. I think you have to refigure that anatomy on the ribcage. It just doesn't look like it could support another set of arms. dunno just my 2 cents.
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, spline,
180 Posts,
Join Date Oct 2010,
Location Austin Texas
, triangle,
427 Posts,
Join Date Jul 2008,
Location Burlington VT
, triangle,
427 Posts,
Join Date Jul 2008,
Location Burlington VT
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Keep pushing it , it looks good so far.
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, spline,
180 Posts,
Join Date Feb 2009,
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I think you're jumping into detail too fast. You subdivided your mesh too quickly and you've lost structure to a lot of important shapes and folds that skin, muscle, and bone naturally has.
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, polycounter,
1,169 Posts,
Join Date Sep 2008,
Location Seattle, WA
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Is [he] going to have slitted snake pupils or human round ones?
Last edited by SasoDuck; 12-06-2011 at 09:28 PM..
Oliver Bunten | REFRY | Senior Project
Student at Cogswell Polytechnical College (Digital Art and Animation Degree, 3D Modeling)
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, dedicated polycounter,
1,448 Posts,
Join Date Nov 2009,
Location California
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Mr.Kite did a really good job of creating multi-armed anatomy.
http://www.gameartisans.org/forums/s...&postcount=110
Dude rules.
Arm usually starts with the pectoral, and ends with a latissimus dorsi. Try to incorperate those into your anatomical design.
Last edited by JacqueChoi; 12-07-2011 at 08:49 AM..
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, card carrying polycounter,
2,264 Posts,
Join Date Aug 2006,
Location Montreal QC, Canada
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since your guy is kinda dinoish might be cool to look at this guys work
http://www.zbrushcentral.com/showthr...t=skin%20alpha
also Thane:
(are you going to have to texture him?)
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, spline,
173 Posts,
Join Date Sep 2010,
Location Burlington VT, Montreal Canada, Sunderland MA
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@Haiasi: Definitely agree with you here. I'll look to retrofit some of those in. We'll see how it goes.
@SasoChicken: Looking to combine these eyes.
@JacqueChoi: Thanks for the ref! His arms are pretty different, so I've tried to add a second shoulder girdle to the ribcage. This was my thought behind it when I built it.
Would another image for the head be helpful? I also built that with the anatomy in mind.
@ShootandRun: Yeah, Thane is a fantastic reference, and those dinos are great too.
Last edited by Dim; 12-10-2011 at 03:01 AM..
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, triangle,
427 Posts,
Join Date Jul 2008,
Location Burlington VT
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Did you just call Krios a dinosaur?
Oliver Bunten | REFRY | Senior Project
Student at Cogswell Polytechnical College (Digital Art and Animation Degree, 3D Modeling)
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, dedicated polycounter,
1,448 Posts,
Join Date Nov 2009,
Location California
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Heh, nope. Look at ShootandRun's post.
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, triangle,
427 Posts,
Join Date Jul 2008,
Location Burlington VT
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I kid, I kid 
Oliver Bunten | REFRY | Senior Project
Student at Cogswell Polytechnical College (Digital Art and Animation Degree, 3D Modeling)
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, dedicated polycounter,
1,448 Posts,
Join Date Nov 2009,
Location California
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Here's my basic color target. Thoughts?

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, triangle,
427 Posts,
Join Date Jul 2008,
Location Burlington VT
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That's some pretty cool work, not sure about the colors though....I think the blue really clashes with the rest of the model. Maybe try a more desaturated blue to blend it better? Just feel like right now that bold blue turns into the main focus of the character, when actually you want your eyes to be skimming all over the alien, not just his neck  What about a more pale red, like what you have on the eyes? At least then you keep it in the same color scheme while having enough variation to work with. I even think the beige on the chest would work for the neck too. Keep it up!
Last edited by Torch; 12-10-2011 at 08:57 AM..
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, polycounter,
1,081 Posts,
Join Date Jul 2010,
Location London, UK
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I'd really like to keep some color contrast in there to keep it from all ending up warm. I'll try a few other things, then maybe I'll default back to red (and be sad). Any better?

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, triangle,
427 Posts,
Join Date Jul 2008,
Location Burlington VT
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I think thats better, but right now it still seems kinda strange that its just the neck that is that color. Maybe if your incorperated it into the pecs or shoulders? It just out of place. The neck gives me more of a fish vibe than reptile.
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, triangle,
432 Posts,
Join Date Jun 2010,
Location Burlington, Vermont
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Try to use 3dcoat for your colors, without specular looks wierd, but you are doing a good work.
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, null,
14 Posts,
Join Date Jun 2011,
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Oliver Bunten | REFRY | Senior Project
Student at Cogswell Polytechnical College (Digital Art and Animation Degree, 3D Modeling)
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, dedicated polycounter,
1,448 Posts,
Join Date Nov 2009,
Location California
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Think I've incorporated most feedback.
@Artsymptom: Those were just PS paintovers, I'm actually polypainting in Zbrush.

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, triangle,
427 Posts,
Join Date Jul 2008,
Location Burlington VT
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MMMmmmm...That's lookin' pretty hot. It would be great to see some of that same treatment going along the spine. I think it would give a bit more visual interest to the back and make those bumps pop a bit more. Perhaps even where the shoulder muscle connect and/or at the base of the back of the skull.
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, triangle,
432 Posts,
Join Date Jun 2010,
Location Burlington, Vermont
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Could use some help with this. I'm trying to render with Marmo, but I have these weird black spots that show up everywhere. Here's the issue and my mat setup. There is a single pointlight in the scene. I would be particularly interested in hearing from EQ or Perna or whoever else is involved w/ 8Monkey. Thanks!

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, triangle,
427 Posts,
Join Date Jul 2008,
Location Burlington VT
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seem that you're using an old version, you need to update your marmoset toolbag  also, very cool work, i always keep an eye on it because it was very inspirationnal ! 
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, spline,
114 Posts,
Join Date Jun 2011,
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Heh, that cleared it up, thanks!
Edit: nevermind, they still exist 
Last edited by Dim; 12-23-2011 at 09:59 AM..
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, triangle,
427 Posts,
Join Date Jul 2008,
Location Burlington VT
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My guess is that marmo doesn't like to render hp versions.
But one thing to try, is scaling down your model like 50% before export. Some engines have tearing if the models are too large/small compared to their unit size. If it gets worse, try scaling it up 50%
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, spline,
136 Posts,
Join Date Sep 2010,
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