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Dim's Avatar
Old (#1)
New guy here. Will end up at game spec.

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Dimfist's Avatar
Old (#2)
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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Dim's Avatar
Old (#3)
Thanks man! This is one of the first times I've done tertiary, so I could use some help with that.





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Dim's Avatar
Old (#4)
Quick composite test. I'm also thinking about scales for the underchin-skin. Could really use some help overall though.



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akacg's Avatar
Old (#5)
Keep pushing it , it looks good so far.
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Isaiah Sherman's Avatar
Old (#6)
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.
There is always more to learn.

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SasoDuck's Avatar
Old (#7)
Is [he] going to have slitted snake pupils or human round ones?

Last edited by SasoDuck; 12-06-2011 at 09:28 PM..
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JacqueChoi's Avatar
Old (#8)
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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ShootandRun's Avatar
Old (#9)
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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Dim's Avatar
Old (#10)
@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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SasoDuck's Avatar
Old (#11)
Did you just call Krios a dinosaur?
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Dim's Avatar
Old (#12)
Heh, nope. Look at ShootandRun's post.
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Old (#13)
I kid, I kid
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Dim's Avatar
Old (#14)
Here's my basic color target. Thoughts?

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Torch's Avatar
Old (#15)
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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Dim's Avatar
Old (#16)
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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darbeenbo's Avatar
Old (#17)
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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artsymptom's Avatar
Old (#18)
Try to use 3dcoat for your colors, without specular looks wierd, but you are doing a good work.
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SasoDuck's Avatar
Old (#19)
Some stuff you could work with to perhaps get some color ideas:











I think maybe that fat lizard is closer to what you're going for. I'd probably make the eyes the same color as the neck just to keep it consistent.

Hope this helps
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Dim's Avatar
Old (#20)
Think I've incorporated most feedback.

@Artsymptom: Those were just PS paintovers, I'm actually polypainting in Zbrush.

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darbeenbo's Avatar
Old (#21)
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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Dim's Avatar
Old (#22)
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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allaze-eroler's Avatar
Old (#23)
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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Dim's Avatar
Old (#24)
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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TDub's Avatar
Old (#25)
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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