View Full Version : Character:Dahlsim
dooom 01-22-2007, 10:19 PM something im playing with
http://www.drewshy.com/screens/1.jpg
http://www.drewshy.com/screens/2.jpg
http://www.drewshy.com/screens/3.jpg
http://www.drewshy.com/screens/4.jpg
http://www.drewshy.com/screens/6.jpg
http://www.drewshy.com/screens/7.jpg
http://www.drewshy.com/d.jpg
should add this
http://www.drewshy.com/dahlsim2.jpg
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CGmonkey
01-23-2007, 11:02 AM
Wow nice model. I've always loved dahlsim.
here are some of my 'artistic' impression of the concept that I think would suit your model :) (CLICK (http://cgmonkey.u42.surftown.se/crit/dhalsim.jpg)) Remember that the lower arm muscles actually overlap the overarm.
Love to see some updates!
GavinG
01-24-2007, 02:28 AM
Very cool looking model, man. I really like the style you've got going on so far. Can't say he wa sone of my favorite guys...always found him a bit awkward. Ken all the way!
Looking good,
Gav
dooom
01-24-2007, 08:39 PM
thanks for the arm suggestion, i'm still fussing with it. heres some more progress.
http://www.drewshy.com/screens/8.jpg
http://www.drewshy.com/screens/9.jpg
http://www.drewshy.com/screens/10.jpg
http://www.drewshy.com/screens/11.jpg
http://www.drewshy.com/screens/12.jpg
http://www.drewshy.com/screens/13.jpg
http://www.drewshy.com/screens/14.jpg
http://www.drewshy.com/screens/15.jpg
Grooveholmes
01-24-2007, 08:45 PM
Looking good bro, polish off those feet and it'll be time to throw him into Mudbox!
dooom
01-26-2007, 08:00 PM
still working away @ this, changing things here and there.
i did a prelim mudbox test that is throw away just to see how the mesh would handle it.
learned some things about the mesh that i want to change, specificly around the head,neck,
abs, and arms.
taking a different route with the cloth, im going to sculpt in the butt,hips,pelvis and do the cloth on a seperate pass.
more to come, C&C are more than welcomed.
http://www.drewshy.com/screens/16.jpg
http://www.drewshy.com/screens/17.jpg
http://www.drewshy.com/screens/18.jpg
-d
Vertex Groover
01-27-2007, 12:10 AM
Looking great so far! Keep it up!
CGmonkey
01-27-2007, 09:31 AM
No it's doesn't look great so far.. The inconsistent anatomy worked in the low poly but as soon as you started defining it in mudbox it looks really bad. You need to push yourself, learn your anatomy. Even the most basic principles will suffice.
Stop looking at the Dahlsim concepts are find some real life reference. You're on your way.
Jekkle
01-27-2007, 09:52 AM
erm.. maybe its not my place to speak
but.. as far as i see it, isnt the whole Dhalsim character defined by the unrealistic Anatomy and characteristics? i mean the whole street fighter series is based off this principle pretty much..
so i think if there is some sort of way to compromise on the high resolution and detail with the true nature of street fighter and its stylisation, that this piece may just come out pretty amazingly!
just my thoughts, let me know what u think
either way keep up the good work
CGmonkey
01-27-2007, 12:51 PM
erm.. maybe its not my place to speak
but.. as far as i see it, isnt the whole Dhalsim character defined by the unrealistic Anatomy and characteristics? i mean the whole street fighter series is based off this principle pretty much..
so i think if there is some sort of way to compromise on the high resolution and detail with the true nature of street fighter and its stylisation, that this piece may just come out pretty amazingly!
just my thoughts, let me know what u think
either way keep up the good work
Yes but that is not entirely true, there is a huge difference between unrealistic anatomy and over-proportioned anatomy. Unrealistic anatomy is when you make up your muscles while over-proportioned anatomy is still based off the real deal while just blowing them up to extreme proportions.
dpizzle
01-27-2007, 05:01 PM
well i think it looks great
keep up the good work
Anthropos
01-28-2007, 05:07 AM
Good work, your definitely getting the character across.
Theres something about the upper torso thats buggin me ive been lookin at the refs and your model and i cant quite figure it out. It looks like someone just pushed him in the middle of the chest and hes about to reel back. Maybe the angle of the sternum to the neck is a little to direct or there just isnt enough chest..... even for him.
Only other thing is if the necklace was made of normal cloth or cord and skulls it wouldnt hang like that. I cant remember what it was supposed to be but in the refs it looks like a non-solid material for the cord.
:thumbsup:
dpizzle
01-28-2007, 05:09 AM
hey guys, how important/necessary is it to keep a model in quads before bringing it into Mudbox or ZBrush to create a highres version for a normal map?
and as i said before, it's looking great -
yoga flame bitches!
requiem2d
01-28-2007, 08:04 AM
Coming along nicley, let's see the face :)
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