yes, i agree with woodman5k. the legs are to short. the concept sketch look s like a big cat
like a tiger or a jaguar. The body - from the hips downwards - rather looks like a dinosaur;)
the mesh topology looks GREAT, imo. shouldn’t be to difficult to fix the proportions… and btw
nice concept art !
I took in your criticisms and changed his shape a bit. I also optimized the poly-flow as I went. I’m also showing a close up of the foot. Like the feet, I intend to make the hands very large. The back looks the same as before. I still haven’t gotten to it yet.
The oxy-moronic design of a cat-like head on an orc’s body was done intentionally. This is not any earth creature. Even so, I’m going to need to do a full body sketch some time soon to make sure it’ll look alright when I’m done.
I have the beginnings of a head now. It’s not like the concept because the body is so meaty a head like that would look misplaced on this body. I will get close, but it won’t be exact.
The legs are short on purpose, this is a stylized character.
I chose to deviate from the sketch a bit and give him a more fitting set of ears. So ultimately yes, this character does look very ape-like, unlike the sketch, but I think this looks better anyway.
The feet were shortened, hands made smaller, arms shortened, legs lengthened, torso thinned. Also, I’m reasonably sure I want Mudbox, so perhaps soon I’ll be able to really detail this thing.
Not meaning to sound harsh but Blender’s sculpt tools are worthless to me. The thing crashes beyond 300,000 polys on my home system… 600,000 on the dual xeon workstations at work. Silo 2 beta can get to around 1 million before things get hard to work with and even then you can hide the parts you’re not working on to speed things up. Mudbox does that and goes to 100 million, its a real professional tool. Blender cannot be compared to it. I won’t limit myself because of some misplaced open source fanboyism or zealotry.
Wow. Fanboyism and zealotry is what I have now, eh? Crazy.
Anyway, your somewhat violent reaction aside, it doesn’t particularly matter to me what you do. I wasn’t sure if you were aware of the sculpt options. Obviously you are aware of it and have found it horribly wanting, though I fail to see what on earth you’d need 100-million polygons for. Still, pushing the envelope is always great. So hey, go for it.
I played around some more with Blender’s new sculpting tools. It’s better than I thought it was. I learned it is possible to get to 1 million+, but I’ll need more ram before I can really do anything at that resolution.
The problem mainly is that blender is using an ancient version of opengl, which means things run less efficiently at best.
Anyway, the sculpting looks pretty nice, good job. For anything more detailed you could probably just use a bump map, so that’s covered too. Not sure if you know this, but if you unwrap and deform things at the lowest level, it’ll propagate upwards, which means you could probably animate and texture the model by attaching the skeleton and doing the UV maps at the bottom level, sorry if you know this already, but people don’t always pick up on it. By the way, to hide things I think you can use [alt+b] to draw a clipping box around where you want to remain visible, and it’ll crop the rest out.
I’ve seen your work, by the way. You do good stuff.
EDIT: If ‘pretty nice, good job’ seems somewhat underwhelming, please note that I tend to understate things.
BlackBoe, Alt B does clip things, but it doesn’t really speed anything up. Ctrl-Shift LMB drag does speed things up though.
I was able to easily reach 1.3 million on the dual zeon 2Gb system at work. I’ll show what I managed on it soon. Though because I was not finished with the base mesh, this work won’t go into the final product. I’m just playing around.