View Full Version : Hulk!
rmollame
09-01-2003, 02:34 PM
OK,
no hair, no textures, no "shorts, no ..., but after all it's a work in progress, isn't it? I got to the point where everyone lose completely objectiveness and is incapable of finding out defects and weaknesses of his work anymore. That can't be, of course.
Aside from apparent lacks of refinements and rendering imperfections, I'm eager to read your comments and critics.
Have no mercy, shoot on the pianist.
Riccardo
Don Cassity
09-01-2003, 03:04 PM
Great job so far! This is one character I have slated to do myself. My only comment would be, is that I think his legs look too long. Maybe shorten them from the hip to the knees. Angain great job.
Later. Don
SonGoku
09-01-2003, 03:05 PM
INCREDIBLY COOOL !!!!!!
Love 2 c him crashing some stuff ???
onslaught
09-01-2003, 04:55 PM
looking good!!!!:D
hrgiger
09-01-2003, 06:20 PM
I don't think the shoulders are broad enough but other then that looks good.
looking good...the head seems a bit small i think. The muscles are going great. The other ting that seems weird is the hands...but after all, it's a work in progress ;)
jrm3d
09-02-2003, 08:12 AM
I would recognize the face as the Hulk even if it wasn't green. Great muscle definition in the chest and shoulders.
It does look as if the upper torso could be sized larger in relation to the legs (broader chest and taller mid section) and maybe less definition on the shin below the knees.
This is looking extremely cool. Looking forward to updates.
handron
09-02-2003, 12:08 PM
It's coming along very nice. My critique is that the chest is a little flat. It should be a bit more "puffy" or full. Also, the way the definition under the chest (pectoral muscles) attaches the arms doesn't appear correct. It appears too linear.
cybernaut
09-02-2003, 04:28 PM
Very cool model!!!!
I know the problem you are facing with this model. I to am trying to make a super muscled character, but keep loosing control of the anatomy whenever I try to add allot of muscle or more muscle in the wrong way.
I agree with what has been said thus far but will add some of my own suggestions. The legs are not only too long but in an unusual position. The knee's seem to be turned in while the feet are turned out. Perhaps simply turning the knee out a bit will help with that issue. The arms and hands are also not quite there yet. I won't go into any long winded explanation as to what to do to fix things, instead I did a quick sketch next to your render so you could get a different point of view. Hope it helps.
Keep up the great work :)
http://vbulletin.newtek.com/img/vBulletin_line.jpg
rmollame
09-07-2003, 02:17 PM
Hi folks!
First of all, I have to thank you all for your keen observations, pertinent advices and kind critics.
I think I'll put in practice quite them all, as soon as I'll have enough time to apply all the necessary modifications.
Let's review what we've got so far:
* legs' length: it's really a critical issue, for I was prefectly aware that my choice would have been a clear departure from the classical Hulk vision:
probably I've been "anti-influenced" by having seen the movie, where the Hulk's legs were ridicolously short. I think I tried to give an interpretation of the Hulk anatomy closer to that of a normal human being: I wanted to avoid an "orango effect".
Nevertheless, I think I'll retouch this detail, probably not to the extent suggested in the instructive sketch made by our friend ..., but definitely I'll be on this.
* chest volume: yes, it's definitely a little bit too "depressed", especially considered by the point of view shown in the new pictures attached to this new post. Though it's quite a problematic intervention this one too: I tried, for instance with the dragnet tool (on the model before metaform), I think I'll have to spend quite some time.
In this case too I wanted to avoid another annoying effect, namely the "body builder look": I don't want a pumped, overmuscled Hulk, rather a massive, powerful looking general appearence.
* shoulders' width: I hope this impression will fade away as soon as I'll have reduced the size of pelvis and legs. Besides, right now it's quite unjustified: you'll realize when I'll post the back view of our green friend.
* knee orientation with respect to feet: this issue gave me quite a bit to think, for actually the feeling is close to that reported by ....
Nevertheless I tried the following "experiment": I stretched the legs to resume proportions and corss-section of the legs of a normal human being. Believe me, the impression is a lot less strong. I will try to correct something anyway: in this case too, unfortunately I'll have my troubles, I already tested multiple twist tool application (on different, incremental selection of points) and things ain't gonna to be easy at all.
So, enjoy the new pictures and don't spare critics.
All my best.
Riccardo
rmollame
09-07-2003, 02:26 PM
Sorry, Don Cassity and cybernaut, I forgot to mention you (I prepared the message off line...).
Once again, thanks
Bye
Don Cassity
09-07-2003, 03:27 PM
Very COOL! I'm liking him alot.
onslaught
09-07-2003, 07:15 PM
Tight work!!!:D
Rory_L
09-07-2003, 10:18 PM
Hello Riccardo,
First off: SMASHING job! :)
Originally posted by rmollame
* chest volume: [...] Though it's quite a problematic intervention this one too: I tried, for instance with the dragnet tool (on the model before metaform), I think I'll have to spend quite some time.
If you`re not getting the results you want with the Modeller tools, try taking the guy into Layout, boning the problem area and deforming it that way. Then you can `Save transformed` and continue touching up in Modeller. I find it useful sometimes to do this.
I grew up with the Sal Buscema face, so your idea of the Hulk differs from mine...but that`s not an area of valid criticism. We all have our own vision of the perfect Hulk: if they look cool, they`re valid. I reckon! Go for the long legs if that`s the look you want!!
Oh, about the knees and feet atitude...For ease of animation, you might prefer to have the feet modelled straight on the Z axis.
Cheers,
R
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