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#1111 |
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PR Artwork Team
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needs a wireframe to be able to crit really....well proportioned tho.
lower lip looks a little undefinded but without a wire i cant see how detailed the mesh is supposed to be and below the corners bulge a little oddly... If its a basemesh theres a few creases and bumps you should probably iron out, at the temple area and below the eye near the cheeksbone running down to the jaw jump out at me... Finally if you want me to be really picky the ear could do with some work, particularly where the lobe joins the skull, but ears are a massive pain in the arse.... |
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Last edited by [R-DEV]Drav; 03-14-2010 at 07:58 PM..
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#1112 |
![]() Join Date: Aug 2008
Location: Cambridge
Posts: 772
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![]() here's a wire frame, the ears a bit messy (still quite WIP) |
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#1113 |
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Retired PR Developer
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for the most part the base mesh looks good. A few minor things like this ring flow around the eyes would be good to have in a base mesh:
![]() Also a few points on the ear: Attachment. I see quite a few triangles and the flow is thus a bit random by the looks of it. Triangles should be avoided at all costs if this is a base mesh for sculpting. Level of detail. The ear is pretty well defined and detailed. This is good if it is the final model, but if it is intended for sculpting it isn't too good as the poly distribution will be high and hard to make changes to this in the long run. Actually most people tend to just sculpt the ear out of the head or from a disc like extrusion. Keep it up EDIT: oh yea here is a bit of (over used but still great) reference material:
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"Without geometry, life is pointless"
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#1114 |
![]() Join Date: Aug 2008
Location: Cambridge
Posts: 772
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Thanks for the crits, the ear was modeled seperately and just kind of bolted on so it doesn't exactly align, something I better go back over. I'll make sure I change it to add the extra eye loop around since it'll add a much needed loop to the nose as well ^_^
Hehe I always found heads pretty tough, most of my early attempts seemed to suffer from protruding forehead syndrome |
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Last edited by AquaticPenguin; 03-15-2010 at 12:26 PM..
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#1115 |
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Retired PR Developer
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hehe, well I think the forehead is pretty good on this one
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"Without geometry, life is pointless"
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#1116 |
![]() Join Date: Aug 2008
Location: Cambridge
Posts: 772
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edit: another small update, not much has changed but this is with an added sculpt level + some adjustments to the ear.
![]() Oh and I'll keep updating this post if I update again so I don't go wasting people's bandwidth ^_^ |
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Last edited by AquaticPenguin; 03-15-2010 at 07:31 PM..
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#1117 |
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Retired PR Developer
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Cool stuff there. Looks much better now
One thing you might want to do is tweak the ear. It don't look too anatomically correctly proportioned Update us when you have some more |
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"Without geometry, life is pointless"
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#1118 |
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Retired PR Developer
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... and now for something completely different.
Base mesh on the right. What I started out with... on the left is where I am now. ![]() WIP of course. So much work left still |
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"Without geometry, life is pointless"
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#1119 | |
![]() Join Date: Aug 2008
Location: Cambridge
Posts: 772
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Quote:
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#1120 |
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Retired PR Developer
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Yep, arms is something I have barely touched yet. I've only adjusted proportions a bit. They need fattening up, and the jaw needs to be more muscular too as you point out. Besides that I need to define the rib cage and spine better, as well as lower leg musculature. Those are the major places anyways.
I'm using max and zbrush. However I think this will be my last zbrush sculpt for a while, I will be moving to mudbox as I like that workflow better. The base mesh is 'ok'. I made it in a day so there is room for improvement. But I'll tackle that when I get to retopologizing it. Oh and thanks for the feedback |
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"Without geometry, life is pointless"
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