View Full Version : Rastafarian - Needs Honest Critique!
EricLyman 03-10-2005, 02:49 AM (see last post for most current render)
Hi all,
Working on a rastafarian for school. Going for cartooney / somewhat realistic. Please let me know your thoughts, don't hold back! Ultimately to be used in future animation classes. Thanks!
http://img186.exs.cx/img186/9963/010lf.jpg (http://www.imageshack.us)
http://img186.exs.cx/img186/194/025ii.jpg (http://www.imageshack.us)
http://img186.exs.cx/img186/7377/031mi.jpg (http://www.imageshack.us)
http://img186.exs.cx/img186/7530/041ki.jpg (http://www.imageshack.us)
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id drop the shoulder kneck area down abit and thicken up the wrist and elbows. looks pretty good so far.
EricLyman
03-10-2005, 02:56 AM
almost forgot to post the inspiration:
http://img209.exs.cx/img209/5148/cdrastadr6ya.jpg (http://www.imageshack.us)
Praetus
03-10-2005, 04:53 AM
The shoulders' don't look right from a topology standpoint. I don't think they woulld deform well with the way that they are made. Look up some anatomy pictures online and see how the muscles lay on the shoulder and mirror your topology to that. Other than that it looks pretty cool. I look forward on seeing the face.
Also, I'm not too fond of the pants. They seem really flat and remind me of paper bags from a grocery store. They need more depth to them. Add some wrinkles or pockets or something. Cloth isn't so smooth. It tends to bunch up or wrinkle.
utchamp
03-10-2005, 04:12 PM
fingers and hand look really really long compared to the rest of his arm. Also the toenails look weird..try not angling the front the the nail up so far. Otherwise it looks awsome!!:twisted:
EricLyman
03-11-2005, 03:17 AM
Thanks for the crits! I haven't had time to go back in to the body, but I plan to with these comments in mind. Meanwhile, here's some progress on the head.
http://img215.exs.cx/img215/5281/untitled12ks.jpg (http://www.imageshack.us/)
EricLyman
03-17-2005, 04:41 AM
coming right along... Next up: dreadlocks!
http://img223.exs.cx/img223/2572/rasta17qp.jpg (http://www.imageshack.us)
http://img223.exs.cx/img223/2717/rasta27om.jpg (http://www.imageshack.us)
RobinOberg
03-17-2005, 07:41 AM
hehe, i love it.
rastafari rocks :)
don't forget the optional knitted beret in red green yellow :D
EricLyman
03-18-2005, 09:51 PM
update:
http://img201.exs.cx/img201/6045/ghjj6nj.jpg (http://www.imageshack.us)
EricLyman
03-19-2005, 08:42 PM
here's the final update for this character, unless I get some excellent critique on him...
Thanks to Jason B. for his invaluable modeling advice!
http://img202.exs.cx/img202/6647/lymanericrasta014gv.jpg (http://www.imageshack.us)
http://img202.exs.cx/img202/8688/lymanericrasta029eu.jpg (http://www.imageshack.us)
http://img202.exs.cx/img202/7532/lymanericrasta030oo.jpg (http://www.imageshack.us)
http://img202.exs.cx/img202/1396/lymanericrasta084xt.jpg (http://www.imageshack.us)
ONE LOVE!!!
http://img120.exs.cx/img120/9858/lymanericrasta092zj.jpg (http://www.imageshack.us)
TheFirstAngel
03-19-2005, 11:41 PM
hi, i was moving, so that gave me a little timedelay, but its ok now.
here's a lil checklist, what runs trough my head, watching your work.
going trough it from the head to the feet.
headshape weights: since he is an afroamerican, i'd gave his jaw a bit more weight.
his forehead insted looks a bit too heavy for me.
dreadeez look fine.
browbows: i'd work with chamfering (an edgextrusion of 0 around his brows, the 5patching causes distortions and an aditoinal edgeloop solves that)
eyes: need a little ajustment, on the inner side, looking towards the nose, trhe thing that produces tears... to get a more detailed clue of the "realhuman eye", you might find some nice references here: http://www.photovault.com/Link/Health/Anatomy/EyesOptical/HAEVolume01.html
nose: looks fine. eventually could use a subsurrounding extra edgeloop to define the shape a bit closer. the bridge between the holes could be a bit lower in placement. (world-z-axis)
Lips: are a ring muscle, so i normally edgloopwork em out. for rigging, its easier when modeled slightly opened, for catching the verts but thats later...
Jaw: i close the topology of the jaw nowmally meeting the ear, whatever, basically, i'd gave him a bit definition on it as already metioned.
neck, topology works. a bit thin in the lower part but works.
Shoulders/arms: i'd smooveout his Collarbones a bit, just wided the ringsegments. they look too stringy. the shouldermuscle itself could be more rounded, looks boxy. try to find a line to follow the biceps. its easier to define te mass. inner side of the ellbowarea needs a bit of tweaking too.
Hands: backhand and lowerarm-upside (from your POV) normally almost build a straght line, or even bend a bit "outwards" but very very rarely inwards, pull up the upper (outer) part of the handjoint a bit, try to make a fine line.
thumb could use a 3060 degree rotation, on a relaxed hand, its almost 90 degrees to the other fingers, straightline for angle reference in "local positioning" of fingers builds the middlefinger.
(you might look at antropus's (http://www.antropus.com/english/home1.htm) site and check his tutorials, from what i see, you use maya?)
chest: allover too boxy, a back normally is a bit wider than the front in general. try to ajust the delta muscles. (those wings under the arms)
sixpack: too wide in the allover placement, topo so far looks fine, belly could be more rounded, if the nice man up there was your inspiration. :)
Hips: cant see so cant judge em.
Leggs: knees need a volume ajustment. this knees are too thin.
Feet; for a bit a more defined modeling (nails are too flat, just uplift the middleslpine a bit)
you might also like for a kewl volume analisys chec antropus's footmodeling tut.
http://www.antropus.com/english/home1.htm
keep it up dude, looking forward 2 ur next steps
cheers
requiem
03-20-2005, 06:37 AM
aww geeze man, anytime. I'm glad to help. The dreads finish him off really nicely. I see that you raised the head to the proper height too. He looks a lot better that way. I think this is really a transition piece for you because you've started to think in edgeloops and polyflow. The biggest improvement on this piece is in the arms because you went from an elbow that was just a pinchpoint to a much more natural joint.
Mr. first angel there was kind enough to give you what is referred to as a buttload of good advice. I'd take that to heart. with this model you were really fighting to arrange the geometry left over from almost exclusively box modeling. for your next model i'd advise you to box model sparingly and work more with edge extrusions to get a more usable poly flow. oh yeah, and pick up an anatomy book or anatomy chart and a mirror. that's the best reference ever.
Great job on this one. cant wait to see it animated.
Jason
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