Artwork > Finished Works and Works in Progress

my new character named the tornado

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hihosilver:
Yeah, the abs are looking too bumpy right now.  In other words, they aren't sharp enough, and stick out too much without much definition.  I would advise sculpting them in later as you say, or simply reinforcing them now.

siragin:
Before I decide to completely start over on the torso I went ahead and went back to the part before I tried to model the muscles on him and just and his arms. I still think I should just sculpt the muscles in when the model is finished, if I decide to do that at all.

I thought that I might as well put in the second image. I tried to lighten up the bumpy abs as hihosilver said. But I still think I should just leave that part alone for now.

rellik420:
when u say sculpt i think of a zbrush type deal. and from what i understand, sculpting is you make a super high poly model and make a displacement map then "bake" it on your original model.

if thats the case then i would make it basic but shapely and build the model ready to sculpt. so you really dont need anything defined when your just going to sculpt it anyway.

siragin:
Maya's geometry sculpt tool as it is called. Isn't like the one in zbrush, I don't think so anyway.I may be wrong since I never used zbrush, but zbrush is more advanced than the sculpt tool in maya is. zbrush adds polys to the model where as the one in maya just push them around. That and I never used displacement maps before and don't know how to use them. I've used bump maps but I think that you make them and they work differently.

also, this is the hi res version. Meaning I sub divided the model after I finished modeling it.

rellik420:
well if thats the case then its just what tool you want to use. and you can just export your model(s) now, then import to maya do your thing then export back into anim8or. i would just make things as easy as posible. but as long as u get it done it doesnt really matter how you did it.

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