View Poll Results: what do you think of this?

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  • cool!

    9 17.31%
  • lame.

    16 30.77%
  • eh whatever, not my thing.

    12 23.08%
  • Cool, but the wrong technique for the subject.

    15 28.85%
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  1. #14
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    boring composition, but as others said it looks to "3d generated" "plasticy" i guess you could say.

    I like the model though.


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  4. #15
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    I uploaded small movies of the model with costume and without for those would like to see -- it may help clarify issues:

    Without Costume

    With Costume

    Best,
    Jason.

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  5. #16
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    Not bad work. Physically what I would critique is the back of his head seems like its missing some skull. The anatomy around his shoulders and arms seems to be lacking some. His hands are turned over too much and seem a little on the small side. The pose is too straight up and down to portray the title. The usually hunched over wolvie would be better here. The anatomy of his abs is a little off as well. We don't really have 3 abs that start directly under our ribcage. The top ab kind wraps over the sternum before connecting with the rest of the abs. And lastly, he seems out of place in the environment. Middle of the street with no one around doesn't really portray trouble. The texture is done very well and the rendering on his face is nice too. The wrinkles in the cloth under his chin is a nice addition as well. Thank you for the post.

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  7. #17
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    I don't usually do that but I disagree with just about everything on Lotet's paint over so I had to say something. The thing I agree with is, he needs body and facial hair, I mean, Wolvie is a hairy dude.

    I think the main problem is that his outfit looks painted on. It needs more folds, especially at the knees. probably a little at the waist and armholes too. There should be more at the neck because his head is turned. You have to consider that this stuff should be fairly strong so he doesn't wind up nekkid in the middle of a fight. So it would have a bit of tickness to it, the edge where the gloves end would have a sewn hem and so would his shorts. I take it his belt would be a different material (perhaps the same as his boots?) I'd also give him some scruff marks and dirt unless he gets a new outfit every week. The seams on the paint over are way too much to the front if you want to follow traditional pattern-making techniques. Eg. tight seams, or pant seams, don't run from your crotch to the top of your knees and the line of the shoulder pads seem fine to me. Boots like that usually have the zipper at the back seam but would either have a front seam or one at the ankle linking the leg part to the foot part. Wrestler boots would be a good ref.

    I don't have a problem with the pose and I really like the model. Maybe you could put some smoke coming out of buildings or something else that would give the image a sense of urgency.

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  9. #18
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    This looks good!

    My immediate thought is that it looks like you're using HDRI or some other image-based lighting, and it's just not the best lighting solution. The image looks "realistic" but there isn't much drama there. If it were me I'd re-light it using more of the classic three-light setup and then add whatever global illumination was necessary to mesh with the background image.

    The figure looks OK. As others have noted, the costume needs to be developed a bit more so it looks like it's made of cloth with an actual thickness and not just painted on.

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  11. #19
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    Yea.. the main problem i see is with your materials, the skin need some translucency and the fabric is too metallic turn down the specularity and play with Subsurface scattering material for the skin, also i think the back of his head needs alit bit of refinement. Good luck

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  13. #20
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    I find some of the most realistic 3D stills are the ones with VERY high lighting contrasts. Like a torch light scene, not a mid-day street scene. Try putting him in a Metal Laboratory and having a blue light and heavy shadows?
    Good work, it's obvious you can build 3D objects.

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  15. #21
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    I didn't read through everyone's long post so I apologize if I'm restating something.

    The thing that I think is throwing this out of realism is the complete lack of blues in the shadows on the figure. There all black. The sky is bright and sunny with little overcast and tons of bright blue yet none of that is blue is reflected on the figure. I would think that this would happen especially due to the shininess of the costume he is wearing.

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  17. #22
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    my issue doesn't have to do with technique so much as story. Mr. Delicious nailed it, there's no drama here. That just adds to the 3D model test shot feel (as well as the uniformly crisp edge giving him a cutout quality). Superhero comics are all about action, action, action, and action. Even his mostly symmetrical pose, it's static and everyday. Give the man something to do!

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  19. #23
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    This is so useful -- I'm taking notes and making changes... I'll have a new version soon.

    Best,
    Jason.

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  20. #24
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    Also his mask works quite a bit differently in the comic, if that is the look you are going for (And it may help with the cosplay look) it should be a little more like this...

    ...trouble. (updated 7/15 on pg2)

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  21. #25
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    So I made some changes:

    1) Changed the headgear structure to allow for him to speak without moving the whole mask (good call lotet!) and closed the space behind the ear (as Farelle said)

    2) Changed the gloves to be more visually interesting -- not sure about them, but at least they are different.

    3) Added seams to the clothing in the proper places, using dancers spandex suits for ref:
    http://www.loisgreenfield.com/dance/...eya-Weber.html
    http://www.loisgreenfield.com/dance/...-dance-co.html
    http://www.loisgreenfield.com/dance/...-dance-co.html
    http://www.loisgreenfield.com/dance/...-dance-co.html

    4) Added emphasis to wrinkles to make them maore visible... I tend to err on the side of subtly, which often leaves the audience thinking I did nothing.

    5) Changed camera angle to add drama and sense of action.

    6) changed lighting setup to add more drama.


    The anatomy issues will have to go into the mental file and be used on the next peice as this is too much work to change for this sculpt.

    The background scene will have to be reconsidered and I'll come back to it later if you guys think the figure looks better.

    The hair is a serious challenge and in 3D usually requires a specialty package that I don't have -- there are new releases for many of the popular packages on the horizon some of which address this issue (I really like Modo's solution) and when I get my hands on them I may try to add the hair.

    Skin tones are also a major challenge in 3D and I'm still learning my way around that one... since I'm teaching myself I feel in need to focus on structure and lighting till I get those right before moving on to the little things.

    I'm trying to strike a balance between the more stylized way the character is represented in the comics and a realistic approach -- which isn't really a common combination so I think stylistcally it's just going to be an odd bird until I get a few more under my belt and figure it all out.

    Thanks to all for the feedback and feel free to chime in on the new version.

    If you'd like to see a movie of the new costume click here.

    Best,
    Jason.

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  23. #26
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    Now that's more dynamic!



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