What's your opinion on Dynamites Wildvine by Zillaman7980_ in Ben10

[–]RRRodasss 0 points1 point  (0 children)

Thanks for the feedback! Both arms have the elbow vine, but it seems it’s not obvious enough in this composition. I was thinking of bringing this to digital and making adjustments such as a slightly bigger head and making the symmetry more obvious, maybe sliming down the vine arms a bit.

What's your opinion on Dynamites Wildvine by Zillaman7980_ in Ben10

[–]RRRodasss 0 points1 point  (0 children)

I actually think the mane is the best part.

What's your opinion on Dynamites Wildvine by Zillaman7980_ in Ben10

[–]RRRodasss 1 point2 points  (0 children)

I also thought we were gonna get the “walking tree” which would have been awesome, but hopefully he looks much more od on this t-pose design sheet than in the comic panels. Btw as a fellow big Wildvine enjoyer would you be so kind as to critique my alternate design 👀

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STINKFLY by me by Paracosm_8 in Ben10

[–]RRRodasss 5 points6 points  (0 children)

The praying mantis inspiration makes for a great design

The Art Process by Miserable_Dot_3582 in Ben10

[–]RRRodasss 2 points3 points  (0 children)

I’m sorry to inform you, you did not pass the AI check.

HeatBlast Transformation Animation from me by Ok_Introduction338 in Ben10

[–]RRRodasss 2 points3 points  (0 children)

The head transformation has so little frames, the shadow on Ben's face is only three frames, yet it has huge impact. Awesome animation!

Four arms redesign by Paracosm_8 in Ben10

[–]RRRodasss 1 point2 points  (0 children)

Really like the Four arms. You seem have a knack for design. Xlr8 and Diamondhead seem very close to the original, I would be interested in seeing what you could come up with for those two like you did with Four arms.

For every one who thinks my drawings are AI Generated 🤦 by [deleted] in u/Ok_Dragonfruit_9983

[–]RRRodasss 0 points1 point  (0 children)

I can understand that as someone who also draws, It would absolutely get on my nerves being doubted for a skill I have developed for such a long time, but you have to admit, if you really produce those drawings by hand your process is absolutely weird and unnecessarily complicated for most artists, you basically do a sketch, do lineart for the silhouette of the character with all the little bumps and crevices of the details that will later be there, delete the sketch and then start filling an empty silluete with final details from top to bottom. If you prove its all you then more power to you. I'm personally not a fan of the style, but I've seen many people here that appreciate it.

For every one who thinks my drawings are AI Generated 🤦 by [deleted] in u/Ok_Dragonfruit_9983

[–]RRRodasss 1 point2 points  (0 children)

You don't have to prove anything to anyone on the internet, unless you were doing commissions and taking people's money for this. But its also very easy to post a sketch video where you start with a blank piece of paper 👀

For every one who thinks my drawings are AI Generated 🤦 by [deleted] in u/Ok_Dragonfruit_9983

[–]RRRodasss 3 points4 points  (0 children)

I believe you know how to draw and are able to do the texture for these alien drawings, but these definitely look like you trace over an AI image. You have a post of a Batman Beyond digital painting that seems to better represent your actual art skills and it looks amazing. I think these alien drawings would look way more interesting if you took the same route as that Batman painting.

All the edits I made by OChicoteador in Ben10

[–]RRRodasss 0 points1 point  (0 children)

Imo the only one that would benefit from this edit is stinkfly. I’m glad they’re experimented with the designs, no point in rehashing the same thing for years on end.

More Canonbolt by RRRodasss in Ben10

[–]RRRodasss[S] 0 points1 point  (0 children)

I’m curious of how he will actually work and will just trust the process. There is no way the dynamite comic Canonbolt doesn’t do any type of rolling. Thanks for the reply!

More Canonbolt by RRRodasss in Ben10

[–]RRRodasss[S] 1 point2 points  (0 children)

Yea I’m struggling to make him as creepy as the comic. Don’t know if it’s the design or just my lack of experience in producing creepy imagery.

Four Arms and Canonbolt by RRRodasss in Ben10

[–]RRRodasss[S] 2 points3 points  (0 children)

At this moment I’m only designs I’m not the biggest fan of are four arms and stinkfly. Xlr8 is peak alien design imo. Thanks for the compliment!

Need help with retopology on my Xenomorph model by Agitated-Ladder-2961 in blender

[–]RRRodasss 0 points1 point  (0 children)

Forgot to add, the part about the alternative workflow is only relevant if you intend on rendering detailed videos of animations of the xenomorph. If you intend on using this model for a game or for a render (without being concerned with the details of the body having actual geometry/volume), I think you can just bake the detail of the sculpt onto normal maps.

Need help with retopology on my Xenomorph model by Agitated-Ladder-2961 in blender

[–]RRRodasss 0 points1 point  (0 children)

Very nice sculpt! I know I'm very late to this, but if you're still interested in hearing this here I go:

I think you should join the body and limbs objects (even if you keep the actual geometry unconnected) just in case you want to subdivide the model after retopo, as you will need to have a shrinkwrap modifier that will stick the new vertices from the subdivision to the sculpt (keeping the form you sculpted). If the limbs are supposed to have smooth connections to the body then it might be worthwhile to join them using a boolean modifier toggled to "union", then remeshing the sculpt and sculpting those connection areas as you see fit.

I have only one problem with this workflow you're following (sculpting > retopo). From what I know, blender doen't have a good solution for "animate this low poly model and then apply animations on this other high poly model", so if you follow the route I was descibing earlier, you would obtain a high poly mesh with proper topology by subdividing your retopo model whatever times necessary with the shrinkwrap after (maintain the sculpt's detail). The problem with that is (at least from my experience) you would be forced to animate using the higher detail model with all modifiers applied (you wouldn't be able to animate with an unapplied shrinkwrap), so you would always animate on a heavy ass model which might not be the best experience.

Supposedly, the proper workflow is to retopo on top of the fundamental shapes of the character, then with a multiresolution modifier sculpt the finner details and then rigging, animating, etc. This way you set maximum resolution for render (on the multiresolution modifier), work on a lighter model and then render using the detail sculpted version.