ZBrushCentral

Gargoyle WIP

gargoyle-final.jpg
Hi all. Just a WIP of a gargoyle.
I’ve finished the modelling process, and this is going to be the first model that I take to the polypainting stage. I’m pretty happy with it. learned a hell of a lot.

I won’t hold my breath, but any critiques, or comments would be very much appreciated.

Attachments

gargoyle-final-close-up.jpg

That Waaaaaaaaaay better than i could do :smiley:

Here’s my 5 cents worth…
I think you need to spend more time in your lower subdivisions getting the forms right.
The idea is there, and the overall finished detail is there, but you seem to be missing the middle bit - The structure. The model looks soft and still clay-like (imo).
You need to focus on the forms and consider the reasons behind the muscles being there in the first place (For example, I think this characters deltoid muscle would struggle when trying to lift his arm).
Although the placement of the muscles is fairly accurate (3 Heads on the deltoid, bicep on the arm etc…) They do not look like they would do the job they’re responsible for.
Also, don’t be afraid to use reference images. I know it’s not likely you’d find reference for this character… but hes got some basic human anatomy in there and look up animals for the other parts.

And finally, I think his pose needs to lean forward a bit more because the weight of his wings would throw him off balance in the current position.

Over all, its a cool idea. But i think more time needs to be spent on the muscles and forms.
Cheers.

P.S
The face is looking cool too…

Hey Siah,
Thanks for the critique. Helps us all grow as artists.

I agree with you 100 percent. I just figured that since his skin was scaly, it would be somewhat thick, thus lessening definition of his muscles. Anatomically, I’ve noticed that I have a bad habit of making my characters look like pro bodybuilders, and I’m trying to break out of that.
And definitely, I agree with you about the shoulder area, but I wanted him to look somewhat awkward and shambling.
The pose is not the final one at all. Once the wing membranes are put in, he’s going to be a lot more dynamic.

Thanks again for the input, and to any one else checking out the model, PLEASE GIVE SOME INPUT AND FEEDBACK!!!

From reading your thread about posting comments on begginers work, I have been enticed to say something…
First off, the image quality is very poor… i don’t know whether you enlarged the image before saving the document or what but when making an image to display your models, always make the document twice as large as the resolution you plan to display it as, then use the AAhalf button. also often people will use the “best render” setting to render there image… personally i think the shadows are usually better in the normal render. doing this will give you a clear image that will define your model more… thats why your model looks fluffy looking.

now to the model,
-The first thing that hit me was the feet… the ridges on the feet look to harsh to me and they need to be changed. the whole foot looks like its been stretched out or something… the back toe/talon should be touching the ground or at least in someway be effected by gravity… looks as though the feet are in invisible high heels.

-hands… they are opposite to the feet and look slightly pan cakeish. define the tendons a little more.

-Be careful when creating base meshes with z-spheres because intersections can be a nightmare (not so much now with ZS2) but the point in reference is the wing membrane intersection… from what i can tell is that the ends have been pinched in the zsphere stage… this is a pain in the a** when it happens and can take time to fix… however if you dont do it, you get that unrealistic pinch effect happening… some times if you cant get the intersection to work properly you need to spread out the items intersecting and just move the mesh into position after the base mesh has been created.

-I dont know how you created the skin texture but it looks like it has just been slapped on, in my experience it is vital to mix up the texture a bit I.E would the texture be as harsh on the wing membrane as the chest area? check out the alpha library for some alphas to use, i just downloaded the pack so i dont have to go back when ever i want something new.

-overall definiton, go about the model and as yourself…“does this look realistic?” points of referance are the horns,talons,spikes and membrane joints… they look as though they are just blobby modeled onto the model. they need to be more defined to show that they are actually coming out of the model… also give them some texure… they are to smooth… for a quick texturification i just use the rake tool to give them a more horn/spikey look. as for the membrane joints, make them look as though they are joints… you have started that already but just clarify them more.

apart from that, just explore different methods and tools… experiment with things to see what works and what doesnt… also make sure to save the model at differnet stages of its development so that if you do something you decide later you dont like, you can easily load a older copy and just start again. another thing is try creating work that is original, this may be hard due to the over welming amount of creatures and stuff being created. but you will have a far more exciting model if its something fresh and new to look at… in my eyes, your decision of gargoyle/goblin thing was an epic fail for originality, i mean damn! if i had a penny for every goblin ive seen…in some cases people can pull it off, but 95% no.

hope this helps…

Hi Hexadecimator.

Thank you so much for your observations. Sincerely appreciated;)
And yeah, there are too may goblins, gargoyles, orcs, ect going around. Guess I fell into the trap.
I will take your comments to heart.

Do you ever find yourself in the situation where you love your work…until you look at it again the next morning?

I think I’m going to start him over from the basemodel, and use your insights, along with the lessons learned from the mistakes I’ve made during the building process. I’ve also purchased a copy ofScott Spencer’s Character Creation :Advanced Digital Sculpting. And I’m also thinking of aquiring some Gnomon DVD’s.

Thanks again for taking the time to offer your insights…even though my whining seems to have turned me into the forum douchebox:cry:

I was just frustrated. I don’t know anyone in the industry, so I don’t have anyone to give me a professional opinion. Family and friends aren’t the best people to give advice. “Oh wow, that’s AWESOME” feels nice, but doesn’t cut it.

LOL yeah,often i feel like that way too.
so i learn not to get excited too fast.
and jump to conclusion and say “this is really good !”
our perception keep changing i guess.

I dig the feel of this guy but I have to say that the anatomy is more on the stylish side and not grounded with real photographic reference.

as far as the image doc>new. Click no. doc>double. AAhalf button. redraw out the model. adjust the lighting. render.doc>export blabla001 (to a known folder) Alpha>grabdoc. Alpha export blabla001g (to a known folder). photoshop open blabla001g blabla001. change the image size of blabla001 from 72 to 144. go to blabla001g and command A. command c. go back to blabla001 and command v. change the default layer type from normal to overlay on blabla001g and nock down the opacity a touch. enjoy.

dhasian: LOL! I try not to get too excited, but you know how it goes: something starts to look good, so you get encouraged, and start working a bit faster. I’ve gotta stop that.

Skullbeast: Hi, I love your stuff!
I agree with what you’ve said. My problem tends to be that I use bodybuilders for muscular reference, which is great if one is building something more humanoid, but seems to throw things off on other types of builds.

Gonna spend some time looking for more suitable reference art.
Any suggestions for sites?