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Breach - ubik
show user profile  ubik19761

i though since i didn't have time to finish the dominance war comp that i would try this one. here is a character that i started. don't know if i'll do more but it's a start.
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Tim Daggy

"Play the hand that's dealt to you."



read 1287 times
4/30/2008 11:42:59 PM (last edit: 4/30/2008 11:42:59 PM)
show user profile  Poopsmith
looking good ubik
3d 2d digital artist special effects poopsmith

read 1270 times
5/1/2008 12:42:16 AM (last edit: 5/1/2008 12:42:16 AM)
show user profile  ubik19761
poop_ thanks, i still have a ways to go. i am debating if i should do a character like this or just finish the one i started for dominance war. the character is in the zbrush sculpting stage.
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Tim Daggy

"Play the hand that's dealt to you."



read 1218 times
5/1/2008 12:12:49 PM (last edit: 5/1/2008 12:12:49 PM)
show user profile  mattymoose
Thats a pretty fucked up drawing, and I don't mean that in a bad way. It looks pretty similar to your dominance war one, maybe you should keep on with that one. Thats my plan, right now.


read 1206 times
5/1/2008 12:50:55 PM (last edit: 5/1/2008 12:50:55 PM)
show user profile  del3d
Forearms of this size would tear his puny little shoulders. How would muscles even build there? But then, what do I know, maybe that's his lunch storage..

Nice job on the sketches!
read 1193 times
5/1/2008 2:05:06 PM (last edit: 5/1/2008 2:05:06 PM)
show user profile  ubik19761
here is where i am at with the character for the dominance war comp. i feel that i am too far along on this one and i should just keep going with the new concepts. i know this is just for fun but should i just enter this character in breach or should i just start a new one for it?
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Tim Daggy

"Play the hand that's dealt to you."



read 1180 times
5/1/2008 3:20:46 PM (last edit: 5/1/2008 3:20:46 PM)
show user profile  mrgrotey
Have you not got the muscle on the lowest section of the leg back to front? the main calf muscle should be on the inside of the angle between the bones, yours appears to be on the back (outisde) like a human calf, only that joint bends the opposite way and the muscle wouldnt work I feel




read 1169 times
5/1/2008 3:26:57 PM (last edit: 5/1/2008 3:26:57 PM)
show user profile  ubik19761
i beefed it up a little on both sides. i felt that since the weight of the character and is a biped similiar to a human that those lower muscles on the legs need to be exaggerated a bit. i still need to work on them some. this is an initial sculpt. i have yet to do the hands and arms. there is still a lot to do on this guy. i haven't even modeled the armor yet.
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Tim Daggy

"Play the hand that's dealt to you."



read 1161 times
5/1/2008 3:33:48 PM (last edit: 5/1/2008 3:33:48 PM)
show user profile  ubik19761
an update on the arm.
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Tim Daggy

"Play the hand that's dealt to you."



read 1104 times
5/2/2008 10:45:45 AM (last edit: 5/2/2008 10:45:45 AM)
show user profile  Davious
i have to be honest here, this guys arms just don't work for me. With that huge a forearm the biceps and deltoids of the upper arm would need to be huge to carry the weight.

I would re-think this one, you are sticking too closely to human constraints, looks like an old guy whos done mutagens and been to planet borg. I'm sorry if this is harsh, its just what I think, I feel you could do a lot better.

edit: to be more positive i like the other design a lot more. :)

" Difficult, yes. Impossible , no..."
read 1088 times
5/2/2008 11:13:33 AM (last edit: 5/2/2008 11:17:57 AM)
show user profile  ubik19761
davious_thanks for the input. the arms are a bit awkward so i used your suggestions and beefed up his upper arms. but i also don't think the mass of the forearms is too much. maybe my sketch isn't clear but the forearms look big but are also flat. anyway i think that i am gonna end up making both characters..eventually. thanks for the input again.
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Tim Daggy

"Play the hand that's dealt to you."



read 1065 times
5/2/2008 2:20:17 PM (last edit: 5/2/2008 2:21:57 PM)
show user profile  ubik19761
another character concept that i might try.
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Tim Daggy

"Play the hand that's dealt to you."



read 991 times
5/7/2008 10:38:23 PM (last edit: 5/7/2008 10:38:23 PM)
show user profile  ubik19761
an update before going to sleep. i watched the gnomon workshop chet zar video and was inspired to create something. i recommend watching it. hope someone likes the sketch.
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Tim Daggy

"Play the hand that's dealt to you."



read 971 times
5/8/2008 12:00:17 AM (last edit: 5/8/2008 12:00:17 AM)
show user profile  Setherial
cool concepts mate, your stuff always inspires me! If you had a better sense of perspective and space (which will come) these would go from good to really good.

I think the one you modelled (for dominance war) is a really strong design, the proportions are great.However you totally messed up those great proportions when you modelled it. Look at the drawing, it works because his legs are the dominant shape, long and powerful, able to support his upper body. The model is the opposite, a large long body with very long arms and tiny legs to support it. It really doesn't work. The modelling itself looks ok so all you need to do, and I take it this is zbrush, is rescale which should not take too long.

Anyway, I like the face of the first chap but I also think you should continue the work on that dominance war fella.

read 947 times
5/8/2008 1:56:35 AM (last edit: 5/8/2008 1:56:35 AM)
show user profile  ubik19761
setherial_ thanks, glad you like them. i have a long way to go. if i ever get good enough i would like to do character concept work for a studio, but lack of formal training will probably always hamper my work.
in regards to the domwar concept and sculpt, it's funny as i was modeling the guy in max and bringing him into zbrush i realized the same thing that you did. the whole characters feel had changed. it's probably because i didn't use refs for the body. i was thinking that i should redo the high res sculpt anyway. i brought mesh in as one whole mesh. i should have left the pieces divided, i.e. the eyes, teeth, head fin pieces, because when you divide the mesh to a higher res you pump up the division in the whole mesh, thus having super dense mesh where it doesn't need to be. if you bring in each piece seperately you can have greater control over each area. anyway it only took me an hour or two to get where it is now so i am gonna start it over.
thanks for the input.
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Tim Daggy

"Play the hand that's dealt to you."



read 909 times
5/8/2008 11:29:52 AM (last edit: 5/8/2008 11:29:52 AM)
 
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