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Author Topic: new character developement  (Read 3292 times)

siragin

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new character developement
« on: October 20, 2011, 04:35:11 pm »

I haven't posted any work here in a while so here we go. His name will be turk. any advice or critiques are welcome.
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siragin

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Re: new character developement
« Reply #1 on: October 22, 2011, 11:33:16 pm »

finished with his arms and legs. next up is the head.
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$imon

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Re: new character developement
« Reply #2 on: October 23, 2011, 08:10:59 am »

Hey, good to see you're posting a new project!

What kindof character are you going for? obviously something muscular..
In either case I think there are a few points you can reshape on the body to make it look like a more believable creature.
first off the lower half of the legs and feet look very disproportionate and a bit strangely bent. Imagine where the bones would be and how the muscles would form around it.
The chest area could also use some work, as the muscles seem to run a bit strange at the moment.

Even though youre not modeling a human, it is often useful to keep the human figure in mind anatomy-wise, so that the character stays believable;
http://wiki.polycount.com/CategoryReferenceAnatomy?action=AttachFile&do=get&target=loomis_orthomale.jpg

Take your time to refine it if you can, it will make all the difference in your work.

Good start & keep it up!
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siragin

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Re: new character developement
« Reply #3 on: October 23, 2011, 08:51:12 pm »

yea I still have some work to do on him. He is going to be my version of a turtle. Right now im just working on his base mesh then I will import itinto sculptris and work on it further.
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siragin

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Re: new character developement
« Reply #4 on: October 27, 2011, 05:36:29 pm »

Finished with the base body. NextI will take the model into scupltris and try to model in some detail. I never really did anything in sculptris so this will help me learn it.
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siragin

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Re: new character developement
« Reply #5 on: October 31, 2011, 06:39:44 pm »

Here is the character coming pout of sculptris. Just trying to add some detail to him. Not very good at modeling body detail so I thought sculptris would help with that.
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Raxx

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Re: new character developement
« Reply #6 on: November 01, 2011, 03:45:11 am »

Not too bad. Not sure about the scars (should probably just texture them), but the detailing is getting there. I think the musculature of the arms might need some looking at, however. Seems a tad too lumpy. Face-wise, does remind me of a teenage mutant turtle ;)

If sculptris exports only high polygon models (or at least, that's all that can be used in anim8or), I'm thinking rigging and animating him might be a bit tricky outside of some basic poses among some other issues you might run into that are similar (unwrapping and texturing, adding accessories/clothing, too many polygons in the workspace causing awkward editing, etc).
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siragin

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Re: new character developement
« Reply #7 on: November 01, 2011, 05:05:15 am »

I agree on the arms. there is a weird polygon flow in his biceps that makes it more sharp than the rest of his arm so I need to flatten that out and redo it. I'm not planning on animating him in anim8or. I usually just use anim8or for modeling and export to Maya.
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siragin

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Re: new character developement
« Reply #8 on: November 20, 2011, 10:09:58 pm »

I haven't shown an update on this in awhile so here we are. I'm working on his clothing and accessories. I resculpted the base mesh in sculptris and now I think I am going to move on to texturing. Sculptris can unwrap the mesh for me and I will texture him inside of sculptris.
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siragin

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Re: new character developement
« Reply #9 on: January 02, 2012, 08:11:30 pm »

Happy New year everyone. here is a fresh update. I textured the the model not really sure if I should do anything else to him. May need to re texture his shell.
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davdud101

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Re: new character developement
« Reply #10 on: January 09, 2012, 01:17:08 am »

Reminds me of a nnija turtle. Looking pretty good so far, keep it up :)
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