Prologue: Let see if my first post breaks or not.
Hello there! I have been a hobbyist/freelance 3D artist for almost 14 years but have not worked in the industry to any extent for the last 5 and languished for a variety of reasons for the last 3 or so. I have not worked on, let alone completed a project during this time-frame and have finally managed to (figuratively) put pen to paper to make another push.
I have chosen the Blender community for my haunt as it seems to be one of the most active AND welcoming communities out there. Especially for those building their skills as websites like 3Dtotal and Cgsociety seem to be almost ghost towns compared to just a couple of years ago. What happened?!
Here we have a work in progress of my newest creation, behold:
I am only vaguely aware of what I am doing as I have only ever been a hardsurface modeler but having started out trying to make comics and extensively studying the anatomy of both humans and animals I applied that knowledge along with anatomy references and figurines to get this model. Sculpted and rendered in Zbrush, I intend to export it to Blender when finished to retopologise it with Retopoflow then send it back to Zbrush for detailing, Substance Painter for texturing, and Maya for rigging and animation, and rendering in Redshift. But here I am getting ahead of myself.
Right now I am pretty pleased with the anatomy but I am welcoming people to poke and prod it though.
I still need to finish the head which I feel is the main sticking point and where the most work left to do is. I want a cartoony, semi-realistic character with much softer and rounder features. Having rendered it out a few things stand out to me:
The hard edges of his brow that runs into his cheekbone just does not feel right. I will have to smooth and soften it out.
How far said facial feature juts out works antithetical to my cartoony goals and throws off the whole balance of the face.
The front corners of the mouth are not sharp enough and appear too round which clashes with the sharper features. They will have to be sharpened while the entire shape of the mouth will have to be redone. Problem is that I do not understand the underlying skeleton of my characters face and how it should flow, let alone be posed open.
I should probably increase the size of the head overall to make it slightly more cartoony as it clashes with his other proportions.
Forearm anatomy is a bit of a mess because of the shape making landmark creation a buggle-strus.
So yeah, the head is the primary target of my ire and I hope to get my hands on a scanner to upload my initial sketch of him to give you an idea of the direction I am going with his face. Any suggestions in the meantime are welcome and I will continue to push and pull his mug, with or without his consent.
P.S. Is the overlapping talons going to be that big of an issue down the line as I fully intend to keep them separate objects during the retopo and rigging process?
P.P.S. Should I even bother touching the inside of the mouth/modeling teeth before I retopologise?
P.P.P.S. I can only post one image, how will I show the other angles? Dang!