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Constructive criticism wanted


Kyross

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Yeah. The teeth/interior I was waiting until I had the exterior shape done to perfection. Those eyes are just spheres places for location reference I'll be doing slits and sticking those inside as the eyeballs later(they look really poppy right now and would be terrifying in their own right to have huge buggy eyeballs sticking out at you).

Good you mention the mouth shape smileyness though because that's what I'm most iffy about. Size, shape, and how/where it hinges to open and close and how that will look so on so forth.

 

I may have posted it a bit early, I just got really eager for some feedback. : d

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Define the snout, jaw and eye socket more, and give it a good snarling expression. As well, I would add more definition to the muscles of the shoulder. Making the body look a bit like *this* would make it very disturbing to see chasing you. Beginning modelers tend to make things a little too rounded, so don't be afraid to "push" and exaggerate a model's lines somewhat. Pay attention to hard lines and points...you're doin' it right on the paws and back legs. Edited by McMuffin
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well from what I see, you should try to lower the neck just behind the head, and rise the hump a little, for the eyes, pull out the brows/sunk then a little.

the mouth will need a LOT of attention, since it will be the main feature, as far as what kind of threat this thing will be.

you can go all the way up modelling every piece of meat and bone, or you can go the easy way just modelling the major teeth, and using alpha-mapped single sided polygons - that was weird - pretty much the default teeth are modeled into the vanilla head.

the interior of the mouth should be treated the same way, try to use as fewer polygons as you can for the draft, the subdivide it in small amounts 'till you get what you like.

here is a pseudo warg model, but have some images that you can use as reference.

 

one last thing , do you plan on make the long hair planes?

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Well I'm not a new modeller, just new to modelling for OBLIVION, so don't worry bout losing me on the terminology. I was actually woried I would be too conservativer for the polies considering the end-size it will be. I just wanted another knowledgeable set of eyes to help see where it could go, since I'm so sued to seeing it as it is.

 

Appreciate all the feedback. I'll try and implement it and drill away for the morning, will have more renders in about 5 hours.

 

And yes, Corroded. I was going to make a bunch of intersecting alpha mapped planes for the mane/mohawk, but was saving it for very last step modelling-wise.

Since this project I want to challenge myself i will definitely be giving the mouth fully modelled interior. No shortcuts, in the end I want it to be portfolio level material(or at least building up to)

Edited by Kyross
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  • 2 months later...

Kay so didnt get back to posting in 5 hours...

Anyway, pardon the snaggletooth I had JUST started scraping out teeth positioning and proportioning when I'd ecided to come back for an update. Comparatively, the old, head looks very crude indeed, I think.

http://img.photobucket.com/albums/v651/Banesk/siddee.jpg

http://img.photobucket.com/albums/v651/Banesk/fruntt.jpg

http://img.photobucket.com/albums/v651/Banesk/happycamper.jpg

Gave it more of a humped and defined nosebridge, pulled cheekbones and eyebrow edges a bit, fiddled quite a lot with the jaw/snout/muzzle overall size and shape. Gave him a fair bit of plastic surgery on the nose(he can breathe now!) and of course started in on the mouth. It now has gums(not obvious in these pics though) and an interior, just gotta place teeth and tongue as far as major structural elements goes.

Edited by Kyross
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Just a suggestion, if you wanted to speed things up. I had a look at the vanilla wolf head and it is pretty easy to extract the teeth and tongue. If you wanted to use it you could join it all togther in a single mesh, put it in edit mode and "select all" and "remove all doubles" (that would weld all the lose faces together), then with the "p key" separate all lose parts. That will leave you with the shell of the head, upper teeth, lower teeth, and tongue as separate meshes.

 

What you could then do is reposition the teeth to get the snarl you want and then position the tongue the way you want it. With a little bit of pulling on the verts you could lengthen the teeth and angle them to make them more menacing. Then rejoin the teeth and the tongue and scale it to your creature's mouth, then you reshape the mouth around the teeth. To finish the inside of the mouth I would extrude inward on the lips and work your way toward joining with the gums on the teeth.

 

But it is just a suggestion.

 

You also have to keep in mind how the body will be rigged. You don't want to be too low poly.

Edited by RGMage2
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