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created Hard Surface Fellow
on 02-25-2012 03:31 AM
Last edited by SiegePerilous; 05-01-2012 at 11:09 PM..
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, line,
63 Posts,
Join Date Sep 2011,
Location Redmond, WA
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He still looks kinda organic, shapes are too smooth. Use trim dynamic brush, see what will happen 
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, null,
8 Posts,
Join Date Feb 2012,
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What's the troll with the legs? Fellow fellow
legs - especially feet- look inverted, then your whole design fail to convince me, because I can only see that personally.
Last edited by ParoXum; 02-27-2012 at 10:44 AM..
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, polycounter,
867 Posts,
Join Date Feb 2009,
Location Belgium
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Changed legs and stance and feet. Changed length of arms. Separated upper and lower torso pieces and changed the torso and hips.
Been using some trim dynamic and some hpolish but I am not too worried about it right now since I'll do a lot of that when extracting.

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, line,
63 Posts,
Join Date Sep 2011,
Location Redmond, WA
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Paroxum - thanks for clarifying, I'm in a hurry to move forward with this and had no idea what you were saying. I agree the legs were quite wonky.
I dunno if you still don't like em but I like the changes I've made to the proportions and am actually pretty happy with the legs and feet now.
Still need to tilt him forward a bit, clean up a bit, maybe work over the head again, but otherwise pretty happy.
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, line,
63 Posts,
Join Date Sep 2011,
Location Redmond, WA
, line,
63 Posts,
Join Date Sep 2011,
Location Redmond, WA
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Jesus I thought it's koufuyo thread again.
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, triangle,
446 Posts,
Join Date Dec 2010,
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After a search to find out what you were talking about there do seem to be a few threads named "fellow". Maybe I should change the name. I never know what to name things.
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, line,
63 Posts,
Join Date Sep 2011,
Location Redmond, WA
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Quote:
Originally Posted by uncle
Jesus I thought it's koufuyo thread again.
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HAHAHAHA! Exactly what I though!
Honestly, don't change the title, just because one peep-squeak sullied the name 'fellow' doesn't mean you shouldn't use it ;P
As for the model, I hope you're making each set of 'pieces' in separate tools? Last thing you need is your 6 pack to be part of the main mesh and not be able to rub it out.
There's a very good chance that I experienced MORE problems, then all the internet put together in the area of 3D. Talk about being original for once...
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, veteran polycounter,
4,500 Posts,
Join Date Apr 2011,
Location Canada
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Quote:
Originally Posted by uncle
Jesus I thought it's koufuyo thread again.
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OMG me to lolll.
I like the body, but you need to rework the feet and legs. It looks like he cant even balance himself.
"I greatly appreciate any advice, tips, tricks, knowledge, feedback and/or any critique on my work." Thanks!
Portfolio - looking for internships
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, polycounter,
792 Posts,
Join Date Mar 2011,
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You got my hopes up that this was a koufuyo thread. That guy is so entertaining. 
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, polycounter,
1,258 Posts,
Join Date Mar 2009,
Location Vancouver, BC
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No meat-brain-fellows in this thread
This is looking good, but he is still pretty lumpy. I'd love to see what reference you're working from. Where are you going with the head? The torso is definitely getting there. The little bridge / clamp / thing that goes from the collarbone area up to the shoulder looks like it could be refined more. Right now it sort of has a dent in the top of it that does not look like it belongs.
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, spline,
190 Posts,
Join Date Dec 2009,
Location Rochester, NY
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Quote:
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As for the model, I hope you're making each set of 'pieces' in separate tools? Last thing you need is your 6 pack to be part of the main mesh and not be able to rub it out.
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yeah they are all separate tools although some are mirrored pairs via subtool master.
Quote:
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I like the body, but you need to rework the feet and legs. It looks like he cant even balance himself.
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I agree, and I'll fix his balance when I work on the legs.
Quote:
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You got my hopes up that this was a koufuyo thread. That guy is so entertaining.
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There there. If there's anything I can do to make it up to you let me know.
Quote:
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This is looking good, but he is still pretty lumpy. I'd love to see what reference you're working from. Where are you going with the head? The torso is definitely getting there. The little bridge / clamp / thing that goes from the collarbone area up to the shoulder looks like it could be refined more. Right now it sort of has a dent in the top of it that does not look like it belongs.
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I'm working from general mechanical ref photos but no concept art I just sketched out a reference mesh in ZBrush and found something I liked.
I will definitely go back and do something with the strip attaching the shoulder/collarbone. It looked bare before like it needed to be attached. I might tuck in the top of that piece. I also want to make a repeatable piece for the spine.
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, line,
63 Posts,
Join Date Sep 2011,
Location Redmond, WA
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