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Old 04-21-2008, 12:10 AM   #1 (permalink)
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Sam Kieths "Maxx"

I`m losing objective distance at this point so if anything jumps out at anyone as being wonky SPEAK UP!!. I want to adjust the sizing and position of the feet, but I plan on doing most of those fixes on the low poly.


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Old 04-21-2008, 02:29 AM   #2 (permalink)
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Oh, i really love the Maxx and his series, both comic and animated...

Its a really nice model. The Problem is, that the "real" Maxx is never shown with "correct" perspective, to keep certain characteristics and to fit scene specific moods. So its a very hard Job to do it right in 3D. The body is quite well done and the only two things i would try, is to push the teeth out a bit more to keep the aggressive forward tendencies of the head, when in perspective view and the Hands could be a bit bigger. They are really massive in the drawn version.

Great Job so far!

Cheers

Frank

Last edited by Alpha-Loup; 04-21-2008 at 02:31 AM.
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Old 04-21-2008, 05:30 AM   #3 (permalink)
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Thats such an interesting character and its done so well, I was wondering what application you are using as It seems like Zbrush but then I see sometimes very edgy lines...

The boots look amazing but could do with giving them a very ever so slight tightening as they seem ever so slightly loose at the back when thats the area they would be tighest... I think.... lol (looks down at his socks)
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Old 04-21-2008, 01:19 PM   #4 (permalink)
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You can enter 2D mode in ZBrush where you can draw strokes etc. Maybe this was the way IchII3D...
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Old 04-21-2008, 09:10 PM   #5 (permalink)
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mudbox for the anatomy, lofts + soft select for the boots, touched up a bit in mudbox. seems like an overall sharpening of the teeth is in order :P
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Old 04-21-2008, 09:39 PM   #6 (permalink)
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At first glance it looks perfect, because it is a very nice sculpt regardless of concept. It'll doubtless impress people as-is if you're just too burnt out on it to continue. But if you really want to push this thing into bad ass territory here's where it needs work-

-The top of the deltoids needs way more deep surface detail and depth to the muscle attachments around the scapula. They're 3 distinct chunks of muscle (at the least) make sure we can see all 3 (or more as in the comic).

- The triceps aren't well defined in your model, and the larger portion of the triceps barely exists - which is out of line for any creature of this bulkiness. Look at your own reference image in the upper right. The triceps actually dwarf the deltoids in size on this guy. You're at about 1/2th the amount of tricep bulk needed since the bulkiest part is missing. Note how in this anatomy image the part on the inside of the arm is the biggest http://www.myfit.ca/Muscle%20Anatomy/Tricep.jpg
http://www.abcbodybuilding.com/magaz...s/image003.gif

- Arm thickness is not yet there, you're at about 2/3rds or 1/2th the width of the character's real arm thickness. Notice how in the concepts he barely has room to move his arms, there's just sooo much muscle. Compare to your screenshot on the left.

-Forearms need more thickness, more detail, and deeper details to the muscle, this is an exaggerated style and the forearms will really grab a lot of attention if done right.

-Hand size (as mentioned before) is about 1/2 to 2/3 the size they need to be.

-narrow the kneecap and make it more edgy, less squishy

- The top of the skull on yours is very short compared to the concept which is more elongated and nearly animal-like. Have it stretch backwards to about twice it's current length.

- The thighs could really use a Sartorius muscle (the thin band along the inside of the thigh) It's visible on most soccer players and anyone in super good physical condition with low body fat. (so-so example http://www.kingkamali.com/gallery/ar.../Mvc-003f1.jpg)

Good luck, that should give you plenty to do. Looks great so far, just keep pushing it.

Last edited by thanoz; 04-21-2008 at 09:45 PM.
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Old 04-22-2008, 02:05 AM   #7 (permalink)
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THANK YOU SOOO MUCH FOR THAT -will put crits to good use ( I hope)
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Old 05-15-2008, 02:03 AM   #8 (permalink)
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I messed with his proportions a bit, went up a sub-D, got his teeth more agressive and beefed up some muscle groups here and there.
I`m still not entirely happy with how his head attaches to his body and the upper back area needs some attention.

anyone still feel like digging into this critique wise? It would be super duper appreciated:



IchII3D: didnt you used to post on the UT2004 Neotokyo boards?
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Last edited by Konstruct; 05-15-2008 at 02:09 AM.
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Old 05-17-2008, 05:03 AM   #9 (permalink)
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man that is looking awesome! i also loved the tv show and the comics.

anyways, a few things that could be done is to make his forearms and hands bigger still. i know that in the comics, his arms were like tree stumps. his claw should be bigger as well. but then again, this is from my memory of the art.

either way, i'm totally digging your model and the memories that come with it!
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Old 06-08-2008, 09:58 PM   #10 (permalink)
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started in on some textures, 7000 tris (which seems high to me but I think I`m gonna allow it.)

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