melkior
09-10-2009, 10:27 PM
hello friends,
i just started learning mudbox last week. I did some tutorials and played around a lot with the tools for the first 3-4 days then when I was finally feeling up to a challenge I did this character concept head bust sculpt for a minotaur character.
I'd love to hear any crits you folks have for me.
Some design considerations I had when making him:
1) making his horns was very tricky and really streteched some polys very long & thin. I tried to make his horns and sub-D them with the rest of the model frozen but whenever I did that the rest of the model became unfrozen and sub-D'd itself. As a result they do look wonky but I'm happy that I got them to look as nice as I did.
2) I didn't feel like his standard flesh areas need to look extremely worked, I could put in some high frequency details but before I worry about that are there any suggestions ... in a way I think he looks ok for his flesh tones and his horns and a few other suspect wrinkly areas do him well enough? But maybe not, I see so many others going over the top with every detail possible? Does he look weak and under detailed?
3) any general look & feel crits you have are welcome.
thanks and I look forward to conversing with you all as I learn my way in mudbox.
melkior
http://studio-erebus.com/polycount/ckminoshots1.jpg
i just started learning mudbox last week. I did some tutorials and played around a lot with the tools for the first 3-4 days then when I was finally feeling up to a challenge I did this character concept head bust sculpt for a minotaur character.
I'd love to hear any crits you folks have for me.
Some design considerations I had when making him:
1) making his horns was very tricky and really streteched some polys very long & thin. I tried to make his horns and sub-D them with the rest of the model frozen but whenever I did that the rest of the model became unfrozen and sub-D'd itself. As a result they do look wonky but I'm happy that I got them to look as nice as I did.
2) I didn't feel like his standard flesh areas need to look extremely worked, I could put in some high frequency details but before I worry about that are there any suggestions ... in a way I think he looks ok for his flesh tones and his horns and a few other suspect wrinkly areas do him well enough? But maybe not, I see so many others going over the top with every detail possible? Does he look weak and under detailed?
3) any general look & feel crits you have are welcome.
thanks and I look forward to conversing with you all as I learn my way in mudbox.
melkior
http://studio-erebus.com/polycount/ckminoshots1.jpg