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kyphur
09-13-2004, 05:35 PM
Working on a model from a story me and my wife are doing together.


http://kyphurland.com/img/full/max/091304/dez_split_wip01.jpg

Concept art:
(mine): Quick sketch of Dez'Ga in Photoshop (http://kyphurland.com/img/full/art/05_24_04/dezga.jpg)
(Pete Cooper's): Finalized sketch done based off some my designs (http://kyphurland.com/img/full/art/05_24_04/Dez'ga.jpg)
Pete Cooper's site (great artist) (http://www.peetcooper.com/)

Model's been through both Maya and Max now and continuing in Max and Vray. No texturing, just modeling. So far been working on this off and on for a while now when I get some free time away from work with a few hours here and there.

The model's body is going to be semi-photreal but stylized at the same time. Hopefully I'll be putting some more stuff up here in the next couple of days if all goes well.

Headshot:
http://kyphurland.com/albums/album02/head_wip01.jpg

Kyph

marc001
09-20-2004, 11:42 PM
In addition to the concept sketches for the body, make some for the head.
The brow is very angular, but you might want it that way. There's plenty of spacing between the nose and upper lip. The cheek needs rounding. The corners of the mouth are sharp. The bottom of the nose needs some fixes. The piece between the nostrils should be lower than the sides (wings) of the nostrils. Rough out the body, since most of the detail is in the head and clothing. Also collision with fabric and skin will be easier to process. What are you using for cloth? The clothes are complex in the drawings. Cloth FX, Sim Cloth, Maya? Fix the model and post an update.

kyphur
09-21-2004, 10:13 PM
The reason there aren't any concept sketches of the head is because it was photo referenced and then some aspects were stylized. The cheeks aren't really that sharp, I think you're just seeing the lighting making it look that way. They are high (like a native american's) though. The septum does dip below the nostrils also. I think the reason in the render the space between the bottom of the nose and the top of the lips looks a bit long is because the loss of definition in the render and the fact that the labii on the far side of the face is visible but the light's shading is not giving it depth. In the wireframe you can see the curvature of the naso labialis but it's not so evident in the render.

I guess I should've posted more than one angle but that's what I get for being in a hurry. :shrug:

The body is being done pretty intensely since there will be shots of him out of garb and even though that would speed up cloth simulations it won't be accurate since it defines the collisions on a vertex basis not a face basis.

I've not had a lot of time to work on it since I'm busy at my job doing 3D and not at home doing 3D with 10+ hour days. Today will be an 11hr day if not more. :sad:

Anyways, back to work.

Kyph

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