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-   -   "Bits" For a Character (https://simplymaya.com/forum/showthread.php?t=31323)

Mayaniac 05-12-2008 08:11 AM

Looks good. I like the shader.

The only issues I see is with the anatomy of the face itself. I know your going for a post death skin on bone look, so there's no problem there, but I think the bone on the side of the eyes should be brought in slightly. it shouldn't be so round, and also the check bone should extend back to the ear.

I really like what you did with the mouth (or lack of one). Looks cool. But the image is good, but isn't overly creepy in any way. I wonder if maybe you gave the face a bit of contortion, make it looks as if he/it was trying to scream. Try to channel some emotion through the eyes. Some character? Know what I mean? I think it would really solidify the character.

Anyway, everything else looking good thus far.

gster123 05-12-2008 08:19 AM

Cheers for the crits man, When I read over our post and looked back at it it stood out straight away as being wrong! One of the great things of posting up WIP's

Think its the old problem of being too "close" to it and having a bit too much fun going a bit mad when sculpting and not grounding yourself!

I'll get some non symetric stuff in there to spice it up a bit. As for the "expression" i'm not to sure as a lot of the cenobites look kinda "normal" in there expressions, like there not bothered i na way, sort of acceptd their fate, but I know what you mean. Might get some gaffer (duct) tape over my mouth and get infront of the mirror for facial refs, and see how it goes on a layer.

Cheers for the comments.

Edit - Ohh if you want the shader give me a shout.

Jay 05-12-2008 06:41 PM

Steve

Looking very cool mate, I love it. If you could add some more flesh to the cheek areas to define those areas it will really begin to pop mate.

best
Jay

murambi 05-12-2008 06:47 PM

skin looks leather-like material other than that it looks sweet

gster123 05-12-2008 08:42 PM

Cheers Jay an murambi.

The skins meant to be like that, im not after a real skin like material, I want it to look "dehydrated" so to speak, I can dial it up or down as its on a layer.

marlonjohn 06-12-2008 03:58 AM

Love the look of this so far Steve! :D

My 2cents would be, adding a bit more meat around the lower eye's.

Gen 06-12-2008 10:23 AM

Looking good so far. Hopefully you add that odd touch of eroticism along with the creep factor.

gster123 07-12-2008 04:12 PM

Cheers guys,

Yeah Gen I will on the "clothing" leather, buckles etc etc .

gster123 07-12-2008 04:28 PM

1 Attachment(s)
Had a little play with the back.

Chirone 07-12-2008 04:34 PM

ewwwwww!

that is disgustingly awesome! :bow:

arran 08-12-2008 12:13 AM

waah - that looks painful! nice work gster.

Mayaniac 09-12-2008 05:00 AM

Very nice. It's really starting to look the part.

I like the detail on the wound, where the spine is exposed.

gster123 10-12-2008 06:32 PM

1 Attachment(s)
Cheers Guys,

Took out the base level boots that I had for him in Z to maya for a bit of a revamp on em.

murambi 10-12-2008 06:41 PM

my friend unfortunately for you is that i expect top notch work from you its like watching lord of the rings then watching any other movie in that genre(10,000bc yuck)
that said i have been doing some stuff with triangles and quads wanted to ask whats the problem of having triangles when i smooth i get all quads

gster123 10-12-2008 07:01 PM

Cheers Murambi!

In essence there is'nt a problem with having the odd tri in a model. But as a rule when doing organics its best off to keep to quads as they deform better when animating.

Also depending on where the tri's are they can cause flickering when either rendered as the low poly model or when they are smoothed (and then become quads, as thats what the catmull clark operation attempts to do) due to the "interuptions" that they have to the continuity of the mesh.

For example, if you make a standard sphere it has tris on the top and bottom where the longitudinal edges meet the first (or last depending where you look) latitudinall line it looks fine, when you smooth it you get quads and then it still looks fine, depending on the start level and the end level if you deform that sphere now the points at where the tris become quads can become unruley, and pop out when rendered.

Theres lots of great artists that use tris and ngons to their advantage as they know what there going to get out of the smooth (Steven Sthalberg for one).

I tend to go the all quad route for major areas that will deform and bee seen, I'll have the odd tri in say an ear, hidden away.

Also in Z a tri may start to be a problem with the sculpt as it can pop in a similar way to the sphere example and be a right bugger to get rid of.

So all in all, theres nothing wrong with the odd tri as long as you know what problems you might get and can either live with it or work round it.

Hope it helps.


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