Beast of Burden - character - gjpetch


#5

Great work and awesome detail! All I suggest is that you make the nostrils more like holes and less like indents. Good work! :thumbsup:


#6

Cripes man! That’s insane! My wrist hurts just thinking about it. Fantastic details. Can we see some wireframes, how you go about this? Do you go in stages? I’m really curious now.


#7

Oh great…

Now bloody Greg Petchkovsky’s in the challenge! :stuck_out_tongue:

Not content with spanking everyone over at 3Dluvr - looks like you’ve come over here to nail us up to the wall! :smiley:

I might just withdraw my entry and sit back and watch you blanché/clark…et al fight it out!

Looking marvellous already - and please post how you’re modelling it…

:wink:


#8

great work! i love the irregularity around the neck and especially the horns


#9

really beutiful ram’s head. I can really appreciate the fact that it’s not smoothed now. I just finnished making a poly cow’s skull for my piece and I was going nuts trying to make it look decient.

Do you hav anything about the beast as a whole animal or maybe a sketch of the compasition?

Great stuff so far. :thumbsup:


#10

Here’s a wireframe of the creature. As you can see it’s a pretty heavy model. Although subdiv surfaces are great they sometimes don’t work as you would want them to. By working directly in polygons I don’t have to worry about keeping the mesh clean to avoid pinching when the mesh is subdivided. I find that Subdiv surfaces can tend to look a bit too smooth, and that I usually have to make a fairly heavy cage in the first place inorder to get the shape I want. So, I got the idea to skip the subdivision process and thus get a little bit more controll over the final model.


#11

And heres a quick view of the full body, just blocked out with primitives for the moment.


#12

greg i love your work!!
your one of the best cg artists in the world!

which part of australia are you from?

i hope you can finish in time:bounce: :bounce: :wip:


#13

great details, really nice model

for the body I would suggest to give him a bit “higher” back, like a camel has, I think it would fit better to the head


#14

i really like where this is going, its got a very organic feel,i know you just started so ill drit later keep up the good work

my bob
http://www.cgtalk.com/showthread.php?s=&threadid=12719&perpage=15&pagenumber=5


#15

That is one goregeous wireframe there bud.
I like the primative blocking. The proportions look right-on.


#16

man it would be a shame if you didn’t finish this guy…I really love the horns…very nice detail there…I am confused how you are modeling this thought…just as an editable mesh? or editable poly? any meshtools? just curious…keep it going man…this is great!!


#17

One more little update…

mrmark, I’m currently living in Sydney, but I grew up in the Blue Mountains NSW.

Bezerker75, I used editable poly and meshtools.


#18

Ok, I’ve made some little changes and tweaks, and started modeling the creatures body. I still need to add more buckles and straps to the bridle and saddle, and the body needs quite a bit of work. And I still need to attach the head to the body, which will be a pain. Hopefully next weekend I’ll get a chance to do all that and make some finished renders in time for the deadline.


#19

Hey I just saw this one. That is one awsome head you’ve got there. The body lacks of muscles for now but as you said you’ll do that soon.

I’ll keep on comming in to take a look.


#20

My biggest weekness is probabbly in coming up with the design and concept, does anyone have any crits or suggestions for the overall design of my creature?


#21

The model looks excellent. Did you use a sketch to work from? You have very nice organic modeling skills, I look forward to seeing the finished product
:beer:


#22

Another update…


#23

And another image:


#24

incredible!!! :thumbsup: no crits. we gonna see a rider???

fetus