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#1 (permalink) |
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New Member
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[Mudbox] Spartan Character
Hi all,
I'm a third year Games Tech student and my current assignment is to create a high poly character using 3DS and Mudbox. I've chosen to do a Spartan (300-inspired) I'm a complete noob to Mudbox. Apart from a couple of sculpts I've done in practice, this is my first "big" application of it so I thought I'd post my progress so far and try and get some feedback from people who have more experience than I... I began with a basic male body shape, and sculpted the basic muscles etc. ![]() A bit of work on the face... ![]() ![]() More... ![]() Detailing... ![]() And finally, the colour so far.. ![]() Any advice / criticism would be fantastic, thanks! |
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#2 (permalink) |
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Senior Member
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Nose looks a bit off, it's too uniform. Needs to curve a bit more, it seems too pronounced and doesn't seem to connect very well with the underlying form. Neck muscles seem weird too, maybe look up sculpting tutorials that explain anatomy tips along the way.
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#4 (permalink) |
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Forum Leader
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For the importing in, the best way I've found to do it is by getting your sculpt and then exporting the lowest subdivision and then you can model round it so everything fits into place when importing into your sculpting program.
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My Portfolio |
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#5 (permalink) | |
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New Member
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Quote:
Would a reimport of the mesh of the guy (with extra bits added) still subdivide the same way with the correct UV layout etc. as it was before? |
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#6 (permalink) |
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Forum Leader
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I mean the second one, "importing the additions separately once you've modelled them around the low poly version".
So really just exporting out of mudbox a low poly (maybe second level sub division) using it as a base/placeholder to create the objects around him in a 3D modelling program. Not too familiar with mudbox but I would think you can import lots of seprate peices (I use Zbrush mainly, its called "sub Tools" in that) and im assuming there is something similar in Mudbox. But I would use your most upto date sculpt and import just the extra objects into the most upto date sculpt.
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My Portfolio Last edited by SkwigglesWorth; 01-01-2012 at 09:01 PM. |
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#7 (permalink) |
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Senior Member
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I assume he meant just import the new pieces based off the low subdivision you exported?
I don't know if you can do this in Mudbox, but for what it's worth, in Zbrush you can mask an area of the model (So for a helmet I'd mask parts of the head), you can then extract a shape from this masking, meaning it will perfectly conform to the underlying surface. Then you can sculpt the piece into the shape you desire, retopo it if needed, etc etc. Maybe see if mudbox can do that? |
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#9 (permalink) |
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Senior Member
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Like Bek said, and try to look to more anatomical reference. At the moment the neck and the schoulders seem off. I think the neck is to long, the shoulders are to big and positioned to low. And also would reduced the cheekbones from the character... Really look good the people in 300 and there muscles.
It is not bad at all, but some anatomical mistakes are big eye-catchers. Try to get rid of them ![]() GL and cheers mate. |
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#10 (permalink) |
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New Member
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Just to add to the comment about the neck and shoulders, I think the issue is that with the trapezoidal muscle so highly defined and built up in your model, it should come pretty much all the way to the base of the head. So, basically, with the way the neck is pulled out, it is nearly doubling the length of the neck from the clavicle to the base of the head which is way too long.
I know you aren't making a body builder, but they are the easiest keyword to search for finding people with built up traps, and you will see that even with the trap built up, the distance from clavicle to head remains the same, which is why body builders have the appearance of squat/short necks. |
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