The Sideshow - Character - Bytehawk

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  08 August 2003
thanks jffortin, will tweak those wrinkles as you said, I went a little overboard with those...

cheers amer, seems we agree
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  08 August 2003
Promising! And I'd like to second the previous encouragements about this "copied idea" debate - You are all doing your own things anyway, I don't see a problem here. And besides, the whole concept behind the challenge is that there is a certain theme to follow, right? So it would be strange if we didn't encounter some similarities.

Some suggestions, if you don't mind: The eyes and the area around them seems a bit protruded to me. Would perhaps look better if it was pulled back into the skull a bit, and maybe also scaled along the X to put the eyes a bit closer to the nosebone. And I figure the lips should have more curvature (think cylindrically along the Y)... Just some ideas, feel free to ignore
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  08 August 2003
thanks for the suggestions

will look into them tonight. I like this challenge just because of the feedback you get like yours.

Cheers,
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  08 August 2003
added some geometry

not entirely satisfied with the results of the new geometry, major tweaking is still needed. Weekend's here, C yall on monday.

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  08 August 2003
So... that's his intestines where the head should have been...? *barf* *ralph* Oh sweet mother of Zaphod Beeblebrox... Excellent! Speechless.
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  08 August 2003
I think I'll eliminate the neck, so that the 'head' geometry blends in better with the rest
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  08 August 2003
didn't do a lot over the weekend.
i think I'll make him a comic act, with cigar in hand - a stand up comic

heres an update :

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Last edited by Bytehawk : 08 August 2003 at 12:46 AM.
 
  08 August 2003
added some basic arms, still need to flesh them out a bit, don't yet know if it's going to be neccesary (if he's wearing a shirt for example)

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  08 August 2003
Heya Bytehawk,

Good work so far - hope you don't mind a few suggestions...

(I'm a former 3D instructor - I can't help myself)

Worry a little more about the underlying structure of your character - where his bones, muscles and, particularily in your case, his guts lie.

Visit a few sites, like this one, to find reference on anatomy. You'll find that the shoulder muscles are going to be a little higher, a little more defined. His torso is a little on the square side, try tapering it a bit in the middle, and rounding it out.

His guts are where his head is supposed to be - cool!! But make sure you have in mind how does this actually work? Is there a skull up there? If so, how much of one? If not, or even if there is only a partial, his guts aren't going to be able to hold themselves in position very well, so they'll likely sag a bit more - when animating, they'll probably slosh back and forth.

I've done a quick paintover to show you some ideas on what you could do - but my no means should you blindly follow them. Check up on anatomy, make your own call - how much fat, how much muscle - etc.

In my personal modeling taste, I like to model clothes, not a naked body, and then clothes. I think it's a bit of a waste of time modeling something that you aren't going to see. That being said, you still have to keep in mind the underlying structure when modeling clothes as well.
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File Type: jpg paintover.jpg (9.7 KB, 34 views)
 
  08 August 2003
wow, thanks dragon. this really helps me along. I thought there was something missing.

about the skull, indeed, more thought needs to go into that area.

I was in two minds about modeling the clothes without any underlying structure. Truth is, I don't have any idea how i'm going to clothe him. a loose shirt with pants is the closest I can think of right now.

I really appreciate the time you took to give me some tips.
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  08 August 2003
and here's an update

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  08 August 2003
Yeah! That's looking much better already!! (I'd say more, but I'm really drunk.)
 
  09 September 2003
update

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  09 September 2003
final
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  01 January 2006
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