Char: Alien Head / Mask


#1

Something I started earlier on today. I haven’t had a shred of inspiration for weeks until I started reading through a tutorial today. After following the first few steps of it I pretty much went off on my own and made this instead (I love it when that happens).
The poly count it terrible and the mesh isn’t easliy animateable but I’m happy that it’s starting to look good (one out of three isn’t too bad :wink: )

Made in Cinema4D 8.1.

CnC very welcome:)

Click to enlarge.


#2

Hey, I can’t see the picture for some reason!


#3

There, fixed it for now:)


#4

Im not sure what you are going for, but my critique is that there needs to be some more definition around the cheekbone/eye area. It looks very sleek, ie: lofted, CG.

Also, try to model in a bit more detail throughout. The disp map looks more like decals rather than organic bumps.

Yeah ,getting inspiration is definitely the hard part. I have the same problem from time to time.

Cinema4D, huh? I used to use C4D but switched to Maya and have never looked back! :wink:


#5

I’m not sure where I’m going with it yet, I’m just making it up as I go along at the moment. You’re right about it looking lofted… I’ll probably have to drop the subdivision & work some more detail in there.

Unfortunatly that’s not a disp-map… like I said it’s got a stupidly high poly count because it’s the only way I could get some of the definition that’s there tight enough, I may have to re-make it to get the count down :hmm:

I tried the maya that comes with UT2003 and I couldn’t get into it as easily as C4D so I’m happy where I am:)


#6

Maya came with UT2003? ??? Must have been the PLE edition?

The thing you probably like about C4D is the hyperNurbs, right? Maya has the same thing called smoothProxy. Thats how I transitioned so easily.

Go ahead and feel free to let yourself explore with this model. tear it apart, move stuff around and beat the heck out of it. I find that the more you play, the better the final image turns out…


#7

You could probably do with moving around the polys a bit, at the moment some edges look a little sharp. You might want to make the eye sockets a lot deeper too but it’s looking good. :slight_smile:


#8

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