Not much work to make the female version of this too, so why not? One of these days I will stop obsessing over wither or not the models are 100% quads on the base mesh.. anyway.
Updated: work in progress model.
Goliath character from Gargoyles has some cool rigging challenges. I'm not sure how far I will get with this project, but drawing a modelsheet is a start...
Original Character design by Greg Weisman, Buena Visita.
I'm always told its good to include a human for scale, in visual development work. Just to how big is "El Capitan" rock face in Yosemite Valley , California? See if you can spot the rock climbers in this inset shot . You will need to zoom in. Hint: look for the climbers' human shadows.
Update: I painted in the missing trees at the top, and fixed the edge seam.
Some rough cuts of some panoramic photos I took on my recent trip to Yosemite. If I find time I will take out the seams. I'm told there is software that can also do this automatically, but all I'm using is photoshop. I had issues with the yosemite falls swinging bridge photo because I had the camera on auto exposure which means I had to manually match the difference in exposure for the photos. I've gained new appreciation for how much the eye automatically adjusts for contrast, its one of the reasons that the values always much more visually appealing in artwork compared to straight photography. It is also one of the reasons ala prima painters insist on painting on location.
This is a mocap rigging demo I did from a tutorial in the art of rigging 3 by CGItoolkit.com. I formated the human facial structure to my own model of a the Lord of the Rings "Cave Troll". The animation is provided by motion analysis. http://www.youtube.com/user/cmarsArtist
This is some traces from photo reference I did to try and to get a feel for the range of motion in the face, as well as possible poses for the character. Where the edge loops will go, and how much of that will actually follow the muscle structure.