It's not too bad, but I have a couple questions before i suggest any changes. Could you give a round ratio of the human/canine it is? Also, will fur be rendered on top, or is this shape the actual fur shape, too?
The muscles are a little different depending. If it's more human, i'd say shrink the neck width a little bit and keep it column-shaped and put more of the curve on the torso. Right now the deltoids look kinda huge. Also, the pectoral (chest) muscles fall a little low. The head and neck equals two hand lengths, and then another head length is the line where the nipples would be normally.
Concerning the fur, I'd have to know what kind of canine you'd be working with to give the best suggestion.
I hope that helps a little. Keep up the hard work.
I was hoping to use this as an opportunity to play with blender's hair particles, so the fur would probably be rendered on top of the existing model.
Now that you mention it, the neck does look bigger than I might have intended, so I've gone ahead and brought that down, and the pectorals were definitely too low. I almost feel stupid for not realizing that!
I didn't aim for a specific breed or species, just a generalized sort of furry shape, but I was mostly working with canid reference images.
I've also realized that he had no tail... oops :P
Here's a new version, refined based on your suggestions;
Now that the neck is smaller, I think the head looks a bit big... Anyone else think so?
Like the changes. The head is in ratio to the body 1:8, so you are right on with the size in my opinion. Hopefully others will be able to give some more pointers. Hope this project works out well for you.
i would strongly suggest either making the bulge into a wang (to rig separately) or just do away with it entirely since it's going to cause some problems when you go to rig it as it is.
past that, it's a good start, needs some more work though. best way to do muscles... find references online of musculature and work from there. since it looks like a generic furry (rat/dog) you don't have to make the anatomy a perfect blend... just make sure the edge loops flow with how it's going to deform (unless it's meant to be static only)
EDIT:: after looking at the wireframe, i can see some areas that will cause problems in the shoulder/underarm area... and the hips. also, i can see some areas where there are some odd polys that will cause problems if you're planning on using a subdivision smoothing modifier (like meshsmooth or turbosmooth depending on the package you're using.)
Last edited by Redregon; 07-16-2010 at 09:55 AM.
There are currently 1 users browsing this thread. (0 members and 1 guests)