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anatomy study, still very wip so crits are very welcome!
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# ¿ Aug 8, 2008 12:12 |
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# ¿ May 16, 2024 03:08 |
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Handiklap posted:Really nice detail. The couple things I can pick out immediately are that the transition from the shin to the top of the foot seems a little bit thick from the profile, or it might be that the achilles is too wide; I can't see much definition of it in the posterior view. Take a look at the upper leg musculature too, there seems to be some lack of definition there (adducter longus/sartorius/rectus femorus/vastis medialis). There's just a lot of cut musculature in the upper body, and then it kind of gets soft below the waist. Akaikami posted:Shoulders (arms as a whole almost) look a little small and neck looks a bit too long. Also, that looks like a very unhealthy bodyfat %. I'd recommend putting some more weight on him and using bodybuilding pictures for reference. Then you can really see the detail in the muscles and get the placement perfect because bodybuilders are quite possibly some of the best people to take anatomy reference from when first learning. Hell, you can even study extruding veins from some bodybuilders which is another nice reference. Thank you for the good crits, they really helped me take this sculpt further. I guess there's still some weird anatomy here, but as a sculpt i kinda like it as the way it is. Next time i'll definately add some more fat around the body, but this time i really wanted to keep it low so i could see how the muscles interact and so on...
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# ¿ Aug 12, 2008 17:23 |
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zbrush doodle
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# ¿ Nov 19, 2008 22:59 |
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Kickass looking sculpt EoinCannon Here's something relatively old school, i did a diffuse texture (1024x 1024) for this Goblin SDK that was released in Polycount. The awesome model and UV's were done by MoP (http://boards.polycount.net/showthread.php?t=69806)
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# ¿ Feb 27, 2010 17:26 |
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Trying to learn Blender and facial topology... current wip, C&C very welcome.
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# ¿ Apr 15, 2010 00:19 |
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Ratmann posted:Why? Because i might have to use it in work related stuff soon, but thanks for the suggestion! here's the current wip, noodled some more on Blender, and brought the low poly to zbrush for sculting, still a long way to go...
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# ¿ Apr 20, 2010 23:01 |
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Worked on the sculpt some more and cranked out a quick normal map on Xnormal, render in Blender internal... getting there i think, still not sure about the distance between the eyes and ear, maybe i need to shorten it a bit...
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# ¿ Apr 21, 2010 23:54 |
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trying to learn making real-time assets & rendering realtime gfx, lot's to learn, especially how to unwrap and get rid of the seams... High poly sculpt can be seen in the Zbrush daily thread...
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# ¿ Sep 8, 2010 22:50 |
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Hazed_blue posted:Looking good so far. The two things that I think need to most work right now are the macro detail and color variation. I see a lot of good micro details there with the wrinkles, but they're also very dominant right now; I'm not getting a good impression of the overall shapes going on with his face. Play with the shade, and use some variation for the different areas of his face. Most important thing with the shade is to avoid simply using black. Skin is semi-transparent, so try to add some color to the shadows. Thanks for the great crits here and on the zbrush thread Hazed Blue, spot on. I Added some color variation to the diffuse and spec maps and it really made a good impact (although i think i might have over done it a bit.) After taking a few days break from 3d stuff i can see this with more fresh eyes and the maps still need work especially on the mouth area, baby steps... also i suck at lighting in Marmoset.
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# ¿ Sep 12, 2010 13:27 |
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Blocking in a EOD suit, much to do still, gonna give this a good z-brush pass after i've completed the blockout and messed with the proportion too.
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# ¿ Oct 5, 2010 22:42 |
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crossposting dis,the hand position looks a bit funky, i'll fix it tomorrow.
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# ¿ Mar 10, 2011 01:28 |
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hmm i hope they are in proportion, maybe it's the postprocessing&less than stellar posing that look off? here's an unposed opengl render from viewport
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# ¿ Mar 10, 2011 01:45 |
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EoinCannon: top notch work! Any xsi users here? I'm starting a new job in a few weeks and they use XSI in their pipeline and i really could use some help in learning the ropes with it (I've mostly used Max and Blender previously). What would be a good learning path to learn the software quickly? do you know any good training dvds you would recommend? Many thanks in advance!
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# ¿ Apr 23, 2011 21:49 |
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Thanks floofyscorp, i'm currently reading the "xsi basics" book and it really helps a lot, i have to look into those digital tutor videos you mentioned, hope they help. it's pretty funny how there's basically massive amounts of info for Maya, Max and even Blender when it comes to learning the interface&basics, not so much for xsi...
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# ¿ Apr 25, 2011 21:42 |
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floofyscorp posted:Yeah, I hated that when I was learning. And don't expect to find plugins for it either, when I went looking for something to allow me to edit normals the only thing I found was an incredibly awkward plugin from 2005 :l so if some of the normals on my model get flipped for some reason i'm basically hosed? (with the exeption of that plugin...) sounds super or is it possible to tweak all the normals to point one way, but not say individual faces etc.
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# ¿ Apr 25, 2011 23:03 |
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tuna posted:Uhh, no. Thans for the tips (and clearing out the normal "issue" ) I'm going through the digital tutors tutorial, the one with the swizz army knife, it sure is slow paced but i appreciate that it's so thorough, i have to get the redi-vivus stuff once i've read the xsi basics and done my wonderful swiss army knife. Hopefully i'll pick up some pace with the software since things take so much more time than with the previous package. btw is it possible to set (or are there) hotkeys for cycling through viewports when in fullscreen mode, like fron front orthographic to user view, etc? thanks for all the help all, back to studying for me
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# ¿ Apr 26, 2011 18:51 |
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# ¿ May 16, 2024 03:08 |
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tuna posted:Not sure if there are hotkeys for this, but there are the memo cams (mmb to set, lmb to recall, rmb to clear, use F1 if you wanna learn more) which give you 4 memories to flip between. Then you can also toggle back and forth between views using the camera name menu by mmb clicking there. Thanks for the info! handy stuff those memo cams. Citadel Looking good! Winkle-Daddy I used Blender 2.5 some on my previous job (mostly 2d stuff with some pre rendered animations etc.),we had some issues with exporting models (normals flipped in 2.53 obj ecporter etc.) but i really like the modelling tools, and the interface seems really intuitive once you get the hang of it. here's a speedsculpt with sloppy post in photoshop.
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# ¿ Apr 27, 2011 00:26 |