HCM #30: Classic Movie Poster - Army of Darkness


#1

I’ve chosen this poster of Army of Darkness, third chapter of the glorious Evil Dead trilogy. The artist is Renato Casaro, who’s work I really admire; feel free to have a look at his website: http://www.casaro-renato-art.com/
This will be my last challenge as I need start working on a reel as soon as it ends, any critique and advice is deeply appreciated! :slight_smile:


#2

I was going to do an AOD poster as well, but obligations are getting in the way… Good luck with this, i cannot wait to see what becomes of it!


#3

It’s funny that the poster use the chainsaw but in the movie he juste use it one time.

good luck


#4

Great Poster and thanks for the link of him. Good luck there!


#5

@artmonger78: that’s a shame! the american poster of the movie is also really cool. anyway thanks a lot, I’ll do my best!

@Scote: yup during the epic fight in the pit! thanks very much.

@greenpizza: no problem, good luck to you also!

as usual I’m spending loads of time revising anatomy…I’ll try and finish up a decent base mesh for ash and start sculpting asap in mudbox.
I posted some of the reference I’ve chosen.
ps.the skeleton is for evil-ash and I’m modeling it on richer’s osteology plates



#6

just finished the base mesh, I’ve been going through quite a lot of mudbox tutorials so I’m looking forward to start sculpting. I’ll probably re-check all the general proportions before I begin.


#7

Good job gathering reference, the skeleton looks great too… I guess it depends on personal preference, but aren’t the base meshes a little on the dense side?


#8

That’s what I was thinking. You usually want to keep the base light so you can sculpt freely without being locked down by the mesh. Never used Mudbox though so IDK.


#9

@VanPelt: thanks for the kind words. as for the density I guess you’re right, I don’t have much experience sculpting so I wasn’t sure how to proceed. I also tend to get carried away when modeling esp. a head, then I realized I should start sculpting and quickly extruded body and arms without paying too much attention to poly flow.

@WyattHarris: I don’t think there’s much difference with Zbrush in that sense…but I’m taking on board your input (tbh I did notice that generally sculptors used slender base meshes…)

anyway, I’m afraid I can’t really post anything as I’m having technical issues with the software: after 3 minutes of sculpting (before which it’s fine) it’s starts to lag horribly (i’m only at 1.4 mil). If I close and reopen the program it still lags. If I reboot the computer I get again 3-4 minutes of sculpting and then lag. Unless I solve this I’m short of a sculpting app.


#10

found a workaround to the above and finally started sculpting (worst drawback is I lost my reference monitor), I realize it’s the last week but I’ll try and finish at least all of ash.


#11

Good to hear and keep at it.


#12

I recommend working on your larger muscles (pecs, lats, etc) in a low subd. Youll be able to get the right forms much easier. I notice your character is very rectangular even at high subd. Its a good idea to carve out the muscles, but you’ll want to use those as guides for the time being until you can get your silhouette looking right.

cheers and good luck

-rage


#13

I second, modeling in high rez large parts won’t be easy. Try to catch the base anatomy first in low rez and step higher after you’re satisfied of your present division.


#14

@ cbeese: thanks man, I’m really getting into sculpting…but need to improve fast!

@ Rage: really appreciate the advice, I’m taking it all in…I’ve also (finally) realized the importance of having a clean base mesh with even spacing and as low poly as possible. I’ll make a better one for my next sculpt. thanks again Rage.

@ Scote: yup it’s not been easy, I often had to reshape parts with a large grab brush…only after several sessions I’ve been realizing what you guys mean. cheers for the input :wink:

edit_I just noticed the deadline is in 3 days…thought it was yesterday -___-
I might actually finish it…back to work!


#15

well this is as far as I got, I think working on it familiarized me with mudbox and it gave a chance to study an interesting pose. thanks to everyone for the feedback, I think I will definetly re-sculpt it and finish it in the future.
I will shortly start a thread for a character reel in the wip section, of course if anyone wants to keep up the crits it would be great.
congrats to all entries and thanks Roberto for making it happen.


#16

Maybe change the shader… to specular for the eyes lol

We want to see the details of the face, but the specular of your material block that.


#17

It is a good effort.
I do hope you will join us on the next challenge.

-R


#18

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