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3 Dimensional Chat / Ortu's Compo WIP

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Ortu
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Joined: 21st Nov 2007
Location: Austin, TX
Posted: 6th Jun 2010 01:56 Edited at: 6th Jun 2010 01:58
I guess everyone else has gotten a bit of a head start on me, but I was able to get a few hours in today so here's where I'm at:

I decided to go with a sort of deep-earth demon. I've got a lot planned for him, but from past compo's where I've run out of time, I've learned to keep it simple enough to finish then start adding on as able.

For now, here is the low poly wire and the high poly sculpt which I'll be baking down:





The seams have been marked but I've not yet laid out the UV, so I guess that's next up on the list. I'm going to go with a darker, shadowy texture with lots of deep purples, and grey-browns I think, mabye some red highlights, but I'd like to stay away from the classic red 'demon' skin

*edit: Sorry forgot to mention, the low poly is currently at 1000 poly even mostly quad, with some tri


Quik
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Location: Equestria!
Posted: 6th Jun 2010 15:31
looking very cool^^


[Q]uik, Quiker than most
Ortu
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Posted: 7th Jun 2010 00:57
Normals are baked and the diffuse is mostly done. Next up rigging and then I'll start building a scene.






PW Productions
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Location: sitting in a chair.
Posted: 8th Jun 2010 05:14
I'd add a little more muscle bumpiness and definition. With that, he (it...?) would look more like a boss.

Ortu
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Posted: 8th Jun 2010 09:24
When you're right, you're right. Did some more work on the sculpt. How's this?



Tweaked the legs a bit between these, they are giving me a lot of trouble. I think the upper arms have come out pretty well though.




Mazz426
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Posted: 8th Jun 2010 12:50
the abdominal muscles are way to exajerated, as well as the upper arme musces, tone them done so that from a side view the don't stick out so much

PW Productions
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Posted: 9th Jun 2010 01:25
The arms and legs are nice (not pretty literally, but instead look much better) however the abdominal muscles and chest muscles - like Mazz pointed out - are a tad exagerated. Tone them down a smidge and thicken the hands.

Nice progress with the muscles though, most people don't take advice

Ortu
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Posted: 9th Jun 2010 04:39
Alrighty, I guess I did get carried away a bit. Toned those area's down some. I do want it to be somewhat exaggerated, it is a boss after all, but not ridiculously so.

I also worked the cheeks and legs some more. I've decided to give him a bit of clothing, working it around the tail is a challenge so we'll see how it goes.

Re-baked the normals and adjusted the low-poly to fit the new bulk. It's now at 1040 poly






General Jackson
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Posted: 9th Jun 2010 04:52
Looking good, well, evil, but you know what I mean

Are you using Blender?

Ultimate_H
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Posted: 9th Jun 2010 05:10
Looking good.

I do have a couple crits; if you are trying for semi-human (anatomically speaking at least) The abs are actually too far down the torso. I just found this out the other day (while looking up muscle reference pics for my concept for this contest) and saw that the abs actually end at the belly button, which is about half way between the bottom of the torso and the armpits (aka the pectorals).

A second crit, more on the aesthetic side; the eyes seem pretty far up the face, leaving not much room for a brain (assuming he has one). For reference, a human head has the eyes slightly above half way between the top of the head and the bottom of the jaw.

Other than those two things, I think it looks great, especially after the toning-down.

Hope that helps
-H

PW Productions
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Posted: 9th Jun 2010 05:40
Looks much better, thank you Nice work, Ortu.

Ortu
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Posted: 9th Jun 2010 06:56 Edited at: 9th Jun 2010 09:16
@General Jackson, yep it's all in blender and the old Photoshop 6.0 for texturing.

@Ultimate_H, good points! I haven't been happy with the head/eyes yet so I'll definitely look into re-working them some. I think I'm also going to work in some more color to the base skin tone.

@PW, thanks!

so what do you guys think about making the eyes just pitch black?

edit: started playing around with making a sash, it's meant to be made of stitched together human skins.





Kira Vakaan
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Location: MI, United States
Posted: 10th Jun 2010 00:09 Edited at: 10th Jun 2010 00:10
It's looking good.

I dunno how I feel about the sash though. It feels a little too "stuck-on" to me. Maybe if the colors were toned down a bit to fit the color scheme, and the shape a little more deformed like cloth(/skin).

I assume you're using Multires and baking from a high level to a lower one?

Edit: Which version of Blender are you using? 2.5's got a really easy to use cloth-sim.

Ortu
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Posted: 10th Jun 2010 05:12
using .49, it does well with cloth also. Been thinking of changes to make to it all day, but in the end I think I'm going to scrap it. Just doesn't fit well.


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