Character: KingMob: CG_challenge Entry Girl/demon/stuff

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  06 June 2003
Character: KingMob: CG_challenge Entry Girl/demon/stuff

Hey guys, well lemme get this out of the way

Software: Clay

Time Working: off and on for about a week or so...not really sure actually

and now the fun part, I will make a thread int he challenge area for this to, but want to get some honest feedback as well,

Thigns of note, the body and legs are still super WIP-ish, the hands and feet are not even started(so no she wont be a flippered freak)

and the horns are temp, just to get a feel for how I want them to look, I have not added the skin folds and such that will grow around them... so feel free to tell me whats right, wrong, and just plain scary.

Ian Joyner | Character Designer at Legacy FX | Moderator CGtalk

*shamless plug alert* Check out my Character Modeling / Texturing DVD's

  06 June 2003
i think the breasts are positioned a tad too high, and the keybones look a bit odd
  06 June 2003
ok as per a friedns request, heres a rough rough concept sketch I did, Ill try and get access to a scanner to show better shots.

and a wire shot, and a new side shot

Ian Joyner | Character Designer at Legacy FX | Moderator CGtalk

*shamless plug alert* Check out my Character Modeling / Texturing DVD's

  06 June 2003
hard to say at such an early stage, but there is one thing I find strange and that is the forehead, on the side pictures. I think the forehead shouldnt slope so much, hope you understand what I mean.
My current projects on cgtalk:

My recently finished short, and a poster for it, hurray
My first real attempt at texturing

Work in Progress:
My office bloke
  06 June 2003
The biggest thing I can see right off the bat is that the ears are too low...
This is immeadiately noticable in the front view of your image...
Seems in the side view they are fine but in the front view they seem off.. so that may be an optical illusion from the horns...
but you may try moving them up a touch to see if it looks better...

Other than that she's looking good! ..

road's art

  06 June 2003
Well, great start. Not sure what to comment on since it seems pretty early in the WIP stages.

At this point though, the face/head just seems a bit too generic. The head also seems a bit soft at this point too. With this kind of character, I'd expect some kind of defining features, something that stands out a bit more (in terms of the facial structure, the horns add some defining features, but I mean the face/head itself) I'd also much rather see the horns slightly blended/smoothed with the rest of the head, rather than being seperate objects.
  06 June 2003
I agree with the comment about the breasts. I also agree that the ears look slightly lower then they should be. It's hard to give a super hard critique at such an early WIP. It is looking good. I like the design as well. I would drop the breasts abit lower (not much), and raise the ears just a hair. Great start! Can't wait to see more of this character.
  06 June 2003
An imidiate reaction to the whole figure for me is lack of srong curves. With the concept the sweep of the pencil is very nice but doesn't quite transilate to the 3d body.
ex : the hips seem underdeveloped and the abdomen down seem flat. The arms seem to lack some form. If you can get the the swoosh (gotta love that word) into the body at this early stage it'll stay there for the rest of the modeling! [edit don't get too realistic it's boring ]

Looking forward to more progress!!

  06 June 2003
Looking good so far Ian ,

I noticed some proportion issues though , looks like the model is 5 heads long , while she should be 6 or 7.

take a look at this :

Looking forward to see the update.
  06 June 2003
i agree with sheep factory. i think the torso is too long and the legs are too short
  06 June 2003
The chest(rib cage section) of the torso is too short. You should draw this section down(lengthen it), and with it the breasts. Also, there is a distinct lack of thickness from the Lateralis Dorsi muscles in combination with the ribs. Try widening the thorasic area to accomidate these structures. This operation will also draw out the clavicals, arms, and connecting structures.

Now with more ninjas!
  06 June 2003
Ok KingM. this is the place where u get the cold water shower no offence

This is an analysis form my p.o.v. on the character

THE FORM : - disproportioned, the measurements of teh body are off compared to the head
- facial mesurements are pretty much good but the corners of the mouth are NOT on the same direction as the pupils, and some more details
- The body lacks the finesse of a woman, adn i
m not talking about one of those fashion models, it's a disgrace i think to give women such a form, i suggest u look at Michelangelo's sculptures (Dawn and Dusk)
- Ears are too low
- The pubian/abdomen area should be rounder and more lively
- The belly button is too low it' not EXACLTY at 1/3 it's a bit lower

THE IDEA of teh character : in one word, archetipal, which means that it's what everyone would ahve thought of if they said deil girl or so.
- a VERY bad combination of woman sexuality and VIOLENCE, example - she's naked and has HORNS and will have a big weapon - archetipal thinking
- archetipal proportions, big breasts big waist and so on
- and LOTS more man

What u need to do - you're a tallented artist, i can feel it in your works, u need to start thinking antropomorphicly(dunno if it's spelled correctly)

Think WHY your character has horns, is she bashing head to head with another female for teritorial rights, for a partener, what?
Why is she tall and so on, ask youself questions like these.

I bet u already know all this, but i think it's time u start applying them

Cheerz mate!
morally intact in 3d space
and as homer once said: DOH!
  06 June 2003
thanks for all the feedback guys keep it coming!

Raul: Yeha man totally agree with ya about the concept in general, which Is one reason I havent exactly 'attached' the horns yet. I may not keep the ram horns, I just thought it added something to her "hair" or lack thereof hehe,

Also she will not be naked in the final, I realize that the concept sketch does not show that, as i said its a quickie, she will actually have some armor on, cause I always hate in fighting games how girl fihgt in high heels and a small dress haha.

And no need to apologize for the cold shower treatment, thats why this forum is here

Im going to work on the costume and groundwork of the character soon, so i will post as I go and would love this kind of honest feedback while I work.

And yeah as for the body itself, I havent realyl gotten into the body to much, so all these comment in advance are great!

Thanks to everyone for your comments, as I will be reading them all very carefully and reworking a lot of areas, and as I get to other parts
Ian Joyner | Character Designer at Legacy FX | Moderator CGtalk

*shamless plug alert* Check out my Character Modeling / Texturing DVD's

  06 June 2003
Aside from above, i think the waist should be thinner, or make the chest sides more curvy. the side of a female should be shaped like an hourglass, this looks like it is more male on the bottom parts. just IMHO though could be the style.

also gap between nose and mouth looks a small bit to long.
Broken, but everyone seems to like it that way
  06 June 2003
King, first off I think the concept sketch is lookin' good, but you are asking for critiques on the model SOOO....It looks as though her rib cage is missing. Her chest just seems really flat (aside from the breasts). I think the character design isn't anything spectacular though. I've seen you do some amazing and original character concepts, whereas with those little "mohawk" horns this looks a bit like a Zabrak clone (the same species as Darth Maul) from the Star Wars Galaxies game. The skeleton guy on the other hand looks MUCH more interesting. Granted its good to model a nude female, especially to help yourself learn anatomy, but it just doesn't look like anything new. Knowing you though, the design will change half way through and we'll see a competely different incarnation of this demon.
Ryan Andrews :: portfolio

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