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File: 978 KB, 1920x1080, 1920_1Mb.jpg [View same] [iqdb] [saucenao] [google]
378208 No.378208 [Reply] [Original]

Hello, here is my work for a fan art challenge, hope you like )

>> No.378209

>>378208
M bison's attacks are purple

>> No.378211

>>378209
I know, it's a personal view for the character I made

>> No.378214

I reckon its neat, well done.
One thing that does look a bit weak though is the glow in his hand. it looks to be over top of his fingers instead of in between them and his palm.
That and the boots look like that cheap chinese looking chrome plastic instead of metal which I assume you were going for?
Still, it's a nice image. good jerb.

>> No.378216

>>378214
thanks for the suggestions, you're right, i'll try to make it better)

>> No.378228
File: 389 KB, 613x700, pigdisgusting.png [View same] [iqdb] [saucenao] [google]
378228

>that jaw
>chrome boots
>cufflinks
>hands
this is why you learn to draw.

>> No.378251

>>378228
I didn't intend to make it identical, also there are a lot types of M.Bison drawings, if you seach on Internet

>> No.378255
File: 122 KB, 229x274, 1365395141896.png [View same] [iqdb] [saucenao] [google]
378255

>>378228
>this is why you learn to draw

>so you can give the video game character you're modeling for fun the correct style of boots and cuffs

>> No.378257

>>378208
I tried posing my right arm like that, it's too short and missing the bicep. Looks good, great composition.

>> No.378260

Thanks for the suggestions, I'll learn more about anatomy and fix errors on my next characters)

>> No.378261

>>378228
Drawing has nothing to do with it.

>> No.378262

>>378255
He's actually right though. To be good at drawing, you have to develop a good sense of style and proportions, which this person is lacking.

>> No.378265

>>378262
If he was right he'd mention the proportions of the actual character instead of going all neck-beard about the color of the boots and cuffs.

>> No.378266

>>378262
>>378228
Not Op here, but as a Street Fighter player, I know that correct body proportions have no place.

I mean, just look at Ryu's feet, or Sagat's arms.

>> No.378267

>>378266
Not "correct" human proportions, that's not what we're talking about. We're talking about proportions of the specific character. Being able to translate them from 2D to 3D, you need to be able to understand your forms very well and have good ability to translate that from your mind to the model, whether that be an unrealistic extremely exaggerated character or a realistic human.

>> No.378268

>>378267
Alright, I guess the arguments make a little bit more sense.

I still think the model is really sweet though.

>> No.378269

It looks cool. disregard these faggots

>> No.378270

>>378269
thanks))

>> No.378272

>>378268
thanks too)

>> No.378293

what's the better approach for animating a character like that, sculpting the fabric or making an ncloth then simulating? or can you do both?

>> No.378302

>>378293
Depends on the final output and how your skillset matches. Sculting morphs for the extreme folds and then rigging it might be an easier approach, especially if you have a ton of shots and only yourself and you're already a pretty good animator.

An ncloth sim will need some tweaking which will be intensive pixel pushing for longer shots, but it will take most if not all of the guesswork and animating of it out.

>> No.380539

>>378214
>over top of his fingers
His fingers look practically open.

>> No.380998

>>378208
Could use a little more of fill on the head. Everything else looks awesome. Good work m8.

>> No.381005
File: 432 KB, 1117x440, 1378072278779e.jpg [View same] [iqdb] [saucenao] [google]
381005

>>378208
You need to adjust the skin weights around the shoulders and elbows because they are deforming very poorly.

The forearm is pushing harshly into the bicep and triceps.
I don't mean to sound rude but it looks like you posed, rendered and lighted the composition in such a way just to hide these deformities along the arms.
I can agree with the overall style of the character but the faults on those arms must be addressed.

Furthermore the odd lighting on the neck makes the jaw seem more deformed than it really is, if I look closely I can see that its quite straight but the adam's apple with the strong shadow makes the jaw look misshapen.

>> No.381006

>>381005
>>378208
Good work overall though.

>> No.381439

>>381005
not even. fuck off.
fag

>> No.381476

>>378208
thats an awesome piece. Damn good work