ChalklYne Posted December 10, 2013 Author Posted December 10, 2013 wanna go back to here then? profile view of his chin needs revisited... jawbone looks a little bowed out?
katanamaru Posted December 10, 2013 Posted December 10, 2013 I think making the ears smaller was a mistake. The thing that is off to me is how far forward his face is. I don't know the terms so I'll try to explain. The distance from the corner of my eye to the front of my ear is about 3.5 inches. Your face looks closer to 5 or 6 inches. ChalklYne likes this
Kreed Antilles Ordo Posted December 10, 2013 Posted December 10, 2013 I'm confident it'll turn out great
Milamber Posted December 10, 2013 Posted December 10, 2013 Hey Chalk, after my last exam would you be interested in letting me have a go at the low poly model? As in, sending me the head and letting me move the points around so I can give you suggestion on what to do that way? Morph-able! xD That is if you're comfortable with it ofcourse. I might not do a great job at it, but I wouldn't mind giving it a try. ChalklYne likes this
ChalklYne Posted December 11, 2013 Author Posted December 11, 2013 The DL link is in your inbox. Do what you please with it dude.
ChalklYne Posted December 11, 2013 Author Posted December 11, 2013 So I took the head all the way back and fixed a bunch of really cool stuff which will make sculpting way easier for me. Does it look better to you guys topology wise? Keep in mind this is before the sculpt to make it a bit more defined, so not really extremely focused on the certain shapes as much as I am getting the topo laid in a way that when I subdivide I wont be doing too much weird tweaking which will be lost in the lowest resolution. also remodeled his temples, the connection to the ear, the ears, the nose. So I am pretty happy with this topo better than the last even though the last was just so close it just had too many flaws in the lowest subdivision to preserve the sculpt in the areas most prominent for SK
katanamaru Posted December 11, 2013 Posted December 11, 2013 Can't speak to the topo, but the face still looks too far forward. If that's how JA models are positioned then carry on.
ChalklYne Posted December 11, 2013 Author Posted December 11, 2013 Yeah I was only concerned about topo. But good eye. I already started the sculpting in zbrush and I am positive this will be my best head yet and most likely the finished product. no need for any crits atm but here is a preview of me starting to get his shape together
ChalklYne Posted December 11, 2013 Author Posted December 11, 2013 starting to take shape I am going to take a break and revisit it in a while and see where to go from here Circa, negru_tudor and Lamented like this
Lamented Posted December 12, 2013 Posted December 12, 2013 Nice work, but... Ears. Those could use a fix if you ask me.
ChalklYne Posted December 12, 2013 Author Posted December 12, 2013 ears are irrelevant. I modeled them very low res just getting the basic shape in to save verts, and if i start subdividing it and painting it in high res, it will warp tremendously when I break it back down to low res. I just need to get the basic shape down and leave them alone and fix them via texture and softimage. Trust me theres some sort of weird method to the madness lol so I broke his body way down. Went from just over 6000 verts to just under 3500. I will be sculpting in the rest of his belts and all of his arm and leg wraps. still not done just wanted to show some progress The boots will be a bit thinner and the shoulders will better defined once i get into zbrush I just don't feel like screwing with it right now, katanamaru and Lamented like this
ChalklYne Posted December 13, 2013 Author Posted December 13, 2013 In the middle of sorting everything out.. figured Id show a progress pic. Still working of course Just trying to get the basic shape down so I can export the low res mesh and unwrap it again. Then re-import it with nice uv layouts and paint and sculpt it all into shape so maybe I can get some nice shadowmaps rendered again and use it for the folds and things in his clothing. We'll see how it goes. Feel free to poke in with anything while I'm going negru_tudor likes this
ChalklYne Posted December 13, 2013 Author Posted December 13, 2013 Still workin the mesh a bit I am only going to model in one foot and mirror it. This is just a rough sculpt to get the geometry somewhat where I want it before I unwrap it, then I will go back and give it a real nice sculpt over so It has good shadows to render out rather than trying to texture them all in. We will see how it tunrs out. Circa and katanamaru like this
Circa Posted December 13, 2013 Posted December 13, 2013 It's looking good. I don't really have anything to critique yet.
katanamaru Posted December 13, 2013 Posted December 13, 2013 I don't think I'd add thight muscles to his legs. It seemed he was in regular pants and not form-fitting clothing. ChalklYne likes this
ChalklYne Posted December 13, 2013 Author Posted December 13, 2013 Yeah I'll soften those down a bunch
Milamber Posted December 15, 2013 Posted December 15, 2013 shoulders/chest in general. ChalklYne, Omicron, katanamaru and 1 other like this
minilogoguy18 Posted December 16, 2013 Posted December 16, 2013 You made him buff when he isn't, he's supposed to be more lean/cut. He's athletic but not a body builder.
ChalklYne Posted December 16, 2013 Author Posted December 16, 2013 You made him buff when he isn't, he's supposed to be more lean/cut. He's athletic but not a body builder. I did that intentionally, but will try to tone it down a notch Thank you
minilogoguy18 Posted December 16, 2013 Posted December 16, 2013 Hands and feet are still improper. The hands are small as well as not proportionate and the feet are not shaped right as well. Feet do not come to their longest point at the center toe and not all fingers are the same length. The fingers also look like curves rather than having 3 distinct points in which they bend. ChalklYne likes this
ChalklYne Posted December 16, 2013 Author Posted December 16, 2013 Thanks @@Milamber and @@minilogoguy18.. There are few things as annoying as getting to the final stage, then realizing you need to go back to square 2 on a part so I really appreciate the criticism on such necessary parts like the proportions
ChalklYne Posted December 16, 2013 Author Posted December 16, 2013 OK so I got a basic sculpt down to make sure thats how I want the mesh, then here is the low poly version. I'd like to make sure proportions are just right before moving any further since I will soon be using the uvmaps. I will just remodel the hands when I get there. And this is not the final head, I just slapped the old one there for sizing
Milamber Posted December 16, 2013 Posted December 16, 2013 I don't really see any changes to the proportions, so I repeat my previous post Tempust85 likes this
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