1. #31
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    Really amzing... it´s one of my Favourites...
    The Muscles are looking soooo realistic and the Mimic is --- WOW

    You have so much Time left... I´m wondering where this shall end up

  2. #32
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    I wanted to fill in the holes of my model so I used some sphere primitives to fill in the holes for the eyes. I use one for the mouth and sculpted it into a basic interior mouth shape. Then I used the retopology tool and filled them all in.

    I also got a bit further in sculpting the arms, neck and torso. I found several pics for reference on the Serratus Anterior muscles and studies them hard then went back and tried to sculpt them better. I think I'm much closer, but they could be overly defined now, so I might smooth them out a little more.

    RetopoScreen.jpg

    NerveScreen5.jpg
    Christopher Tackett

  3. #33
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    Really great progress.. this character's really wonderful so far.. and the area on Serratus Anterior you have sculpted so far is really good.

  4. #34
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    Nice job on the abs, and the face has a lot of character...this is gonna be a cool one.

  5. #35
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    Woah. Turning out great. It looks like he has a massive back.

  6. #36
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    Chris,

    This is looking really cool! Loved your Conan! I'm sure this will be even better.

    I think the serratus muscle are correctly placed. They very rarely appear as well defined as you have them on your model, except in bodybuilders deliberately flexing them. In most real world situations they tend to be more understated, at least on normal humans.

    Doh! What was I thinking? This guy ain't normal! Where's my Duff Beer?

    I'll shut up now…

  7. #37
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    Good start on the model however I think the anatomy could be improved. The shoulder only has 3 sections making up the whole of the deltoid, that is, front, middle and rear. Right now it is difficult to distinguish the contours of each deltoid head. I am no expert but I think it would be better to see each deltoid head more properly defined. Also, there seems to be no distinctness between the brachialis and the triceps head. I think they could do with some distinguishing so that they look like two separate muscle groups. Also the intercostals are quite lumpy and should be flatter and more streamlined. The love handles could probably be lowered a bit too. In my opinion I would also not put as much detail in the T-pose sculpt because this can be refined when you actually pose the character. Hope what I said makes sense and I look forward to see your progress.

  8. #38
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    really coming out great

  9. #39
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    Thanks all!

    And thanks, mantegra! That's exactly what I need. Another pair of eyes that can spot parts like that. I'll check the areas you've mentioned and address them.
    Christopher Tackett

  10. #40
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    Here's a new vid with more work on the torso and triceps areas.

    LINK TO NERVE - PART 4 VIDEO ON VEOH

    Christopher Tackett

  11. #41
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    very nice modeling, keep up the good work

  12. #42
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    Kraken, you might want to consider moving his shoulder joint out farther since the width of the lats seems to be overpowering his delts, it's kind of making his silhouette look a little compressed and not as strong as his muscle mass would suggest.

  13. #43
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    Thanks, jp_smith. I agree. I ended up also scaling the size of the entire arm and shoulder area up a bit as well as the legs, though I think the legs coud be scaled up a little bit more.

    The pics show that change along with more detailing of the arms and back.

    And I finally had an idea for a pose. I'll work up a quick sketch on that as soon as I can.

    NerveScreen6.jpg

    NerveScreen7.jpg
    Christopher Tackett

  14. #44
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    very nice update Christopher !
    Keep it up.

  15. #45
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    I think the knees could use more work. They're kind of plain compared to the detail in the rest of the model. I can understand not detailing the feet - they're going to be covered by shoes anyway - but the knees are exposed in the concept. Keep at it and good luck!

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