Fat Goblin - first sculpt help

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  09 September 2012
Fat Goblin - first sculpt help

Hi all, this is my first sculpt, or I should I say my first sculpt that looks like something and I'm also planning on finishing... It is based on Eat 3D's character production dvd except that I'm changing the character so I can make it my own.
It will end up being a goblin mechanic/steampunk, we'll see.
I'm retopologizing right now, and I'd like some advice, what do you think of the topology for now for the face?

thank you very much in advance for helping a beginner.

  09 September 2012
and for the topology, original one after zbrush sculpting:

And what I'm working on with Topogun, does it look correct:

Thank you!
  09 September 2012
Looks fine to me. Maybe just scuplt some more without symmetry, so both sides don't look quite so identical.
I like to learn.
  09 September 2012
Originally Posted by Dillster: Looks fine to me. Maybe just scuplt some more without symmetry, so both sides don't look quite so identical.

Thanks, yeah I'm just doing symmetry right now, then re-import into zbrush to add details, this is where I will make it less symmetrical, but need to retopologize first.
  10 October 2012
Long time no see, I've finally finished the retopo in Topogun, looks great then I imported the model into maya as an obj like so:

All the normals are facing the right direction, when I subdivide it looks perfect and smooth but I try to delete half of the model to work on the symmetry I select the vertices and hit Delete and I get this message:
// Warning: Some selected vertices have complex edge attachment; Delete Edge/Vertex removes selected vertices and related edges

So I went in Edit Mesh > Delete Vertice/Edge and this is what happens:

Not everything gets deleted and I can't make those parts go away, they break the other half of the model when I try to delete, I need help please, is it something wrong with the obj?

  10 October 2012
One possible reason is that the vertices are separated parts, & you cannot delete the last vertex of a part in component level.

Go to object mode & see if they can be removed.
My WIP Thread:
Next Gen Lara Croft 3D Model Fanart
  10 October 2012
I like the concept and your start
but i was think it still need more details
may be you will go for after retopo
Looking for th next phase
keep it up
  10 October 2012
Sorry i am a bit late into the game on this one, but the model and concept are really coming along!!! I think because of his proportions with the larger head and smaller legs that perhaps to give this character an even more goblin appearance you could hunch that back over...just looks too straight up.
I wish i had the answer to the leftover geometry when you deleted the other half of him. This is a shot in the dark, but maybe deleting history on the mesh entirely then do the " Edit Mesh > Delete Vertice/Edge"

Great first time sculpt btw!
  10 October 2012
Thank you all for the nice comments.
So I was able to delete the other half but strangely I had to go in vertex mode and delete everything I could, then switch to face mode and delete what was left, then go to edge mode and delete the rest. Anyway now it's all good I think so I'm gonna continue the sculpt.

@SHRIF: Thanks and yes I'm doing retopo now because it would require too many subdivisions in zbrush to add all the fine details, now I'm going to reproject all the details back onto the model now that it has nice loops where it is supposed to be and continue sculpting, it's far from beeing done!

@ogoatrape: I'm gonna explore your idea about the hunching back, thanks for the nice comments!
  10 October 2012
no prob! Looking forward to see what you got coming
  10 October 2012
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