New 3d Character
Moderators: MetalBeast, Capm
-
- DBB Admiral
- Posts: 1699
- Joined: Thu Mar 23, 2000 3:01 am
New 3d Character
Hi,
I still need to do a little more work on the box-model before I start doing a Zbrush pass, so any feedback on the model at this time would be welcome!
I would like to begin laying UV's and Zbrushing in about a week.
Thanks
I still need to do a little more work on the box-model before I start doing a Zbrush pass, so any feedback on the model at this time would be welcome!
I would like to begin laying UV's and Zbrushing in about a week.
Thanks
lol, you stole my joke. i would have said wang.Iongchimp wrote:Needs more buldge.
needs more wang!
it's just something about that posture - it looks so strange without some wang.
but *achem*... a serious suggestion:
a tail that muscular should have long joining muscles up the body. it should extend up the back somewhat.
the tail size reminds me of a kangaroo or crocodile, so perhaps looking at their anatomy will give some ideas on howto make that tail-join look more natural
Overall it looks good. I could give more advice if i knew what this model was going to be used for. The only thing i see that's unfinished are the spikey things on the back of it's head. I cant tell if they're supose to be horns or clumped hair. Try adding some more detail there to define what they are. The detail could be more consistant... the center of the body would look better if it had the same LOD as the hands, feet, and face, but i think you're waiting to put this into zbrush before adding that.
- WarAdvocat
- DBB Defender
- Posts: 3035
- Joined: Sun Jun 23, 2002 2:01 am
- Location: Fort Lauderdale, FL USA
-
- DBB Admiral
- Posts: 1699
- Joined: Thu Mar 23, 2000 3:01 am
Thanks for your comments guys!
I'll be touching up the box-model this week, so I appreciate the crits... I've started fixing up a few things now that I'm home from work and will keep at it through Friday
As for the details, a lot of it is going to be coming from Zbrush. I think I may have over-modeled this guy a bit much in Maya actually, but I guess I will have to wait and see. I haven't done much in ZB beyond tinkering around to this point.
The eventual plan is to use both displacement mapping and normal mapping on this character and create a small rendered animation with him. He will also have some gear/accesories but I'm holding off on that till I can figure out my personal pipeline with Maya->Zbrush->Displacement + Normal mapped renders.
So right now he is kind of my guinea pig
Thanks again
I'll be touching up the box-model this week, so I appreciate the crits... I've started fixing up a few things now that I'm home from work and will keep at it through Friday
As for the details, a lot of it is going to be coming from Zbrush. I think I may have over-modeled this guy a bit much in Maya actually, but I guess I will have to wait and see. I haven't done much in ZB beyond tinkering around to this point.
The eventual plan is to use both displacement mapping and normal mapping on this character and create a small rendered animation with him. He will also have some gear/accesories but I'm holding off on that till I can figure out my personal pipeline with Maya->Zbrush->Displacement + Normal mapped renders.
So right now he is kind of my guinea pig
Thanks again
-
- DBB Admiral
- Posts: 1699
- Joined: Thu Mar 23, 2000 3:01 am
Hi, thanks again for the comments so far..
hands : You're right, the hand looks a bit big in the shot but I'd set the perspective on my camera from 35 to 30, which made his right hand look bigger because it was a little closer to the screen. I'll be doing a second pass on them Thursday or Friday night though and will scrutinize a bit more though, just in case.
quads : Thanks Mobius, I will try to bulk it up a little more
horns : A couple people have commented on the horns, but I'm holding off details for them till I get to ZB. I don't think I can adequately box model the details I want for them in Maya. I also don't want to add a ton of box-modeled detail to that small section of the head, because then when I subdivide in Zbrush my mesh will become densely concentrated in that area which will lead to problems elsewhere on the head.
Many details are missing at this point, wrinkles, veins, scales, horn details, etc etc. I am planning to do all these little things, I love to put details into my models, but all of that will be coming in the displacement map, and the normal map. I'm trying to hold off a little bit so the box model will be easier to bind & animate
Thanks again everyone, I will post an update of the finished box model before I start Zbrushing. Then the real fun will begin
hands : You're right, the hand looks a bit big in the shot but I'd set the perspective on my camera from 35 to 30, which made his right hand look bigger because it was a little closer to the screen. I'll be doing a second pass on them Thursday or Friday night though and will scrutinize a bit more though, just in case.
quads : Thanks Mobius, I will try to bulk it up a little more
horns : A couple people have commented on the horns, but I'm holding off details for them till I get to ZB. I don't think I can adequately box model the details I want for them in Maya. I also don't want to add a ton of box-modeled detail to that small section of the head, because then when I subdivide in Zbrush my mesh will become densely concentrated in that area which will lead to problems elsewhere on the head.
Many details are missing at this point, wrinkles, veins, scales, horn details, etc etc. I am planning to do all these little things, I love to put details into my models, but all of that will be coming in the displacement map, and the normal map. I'm trying to hold off a little bit so the box model will be easier to bind & animate
Thanks again everyone, I will post an update of the finished box model before I start Zbrushing. Then the real fun will begin
-
- DBB Admiral
- Posts: 1699
- Joined: Thu Mar 23, 2000 3:01 am
- Phoenix Red
- DBB Fleet Admiral
- Posts: 2026
- Joined: Thu Jun 27, 2002 2:01 am
I think if he is going to have a hunched sort of posture, he will need a longer neck. But that will depend how caveman his stoop is when you animate him.
The detail on his face strikes me as weird. It doesn't really follow where any muscle or bone should be. It kinda looks like he has a sinus infection.
Also the new tail/back muscles are better but they don't look like they anchor anywhere. They also sort of conflict with the ass muscles since neither is on top of the other.
Fantastic as always.
The detail on his face strikes me as weird. It doesn't really follow where any muscle or bone should be. It kinda looks like he has a sinus infection.
Also the new tail/back muscles are better but they don't look like they anchor anywhere. They also sort of conflict with the ass muscles since neither is on top of the other.
Fantastic as always.
-
- DBB Admiral
- Posts: 1699
- Joined: Thu Mar 23, 2000 3:01 am
- WarAdvocat
- DBB Defender
- Posts: 3035
- Joined: Sun Jun 23, 2002 2:01 am
- Location: Fort Lauderdale, FL USA
Looks pretty darn nice.
Just my 2c worth here: IMO, The horns would be badarse as hell if they were smooth, shiny bone-colored. I noticed you made 'em kinda bumpy. Try 'em both ways.
The only other comment I have is that he looks kinda st0ned... I think it would be a good idea to tweak the eyes a tad. Maybe enlarge them, or do something with the eyelid?
Like I said, just my 2 pennies, and probably that's all it's worth.
Just my 2c worth here: IMO, The horns would be badarse as hell if they were smooth, shiny bone-colored. I noticed you made 'em kinda bumpy. Try 'em both ways.
The only other comment I have is that he looks kinda st0ned... I think it would be a good idea to tweak the eyes a tad. Maybe enlarge them, or do something with the eyelid?
Like I said, just my 2 pennies, and probably that's all it's worth.
That is friggin nice! hey, I would'nt touch a thing besides the eyes (nice call WarAdv. ) they need to look a lil' more evil...mebbe bring the outside corners up a lil' bit and open his eyes a lil' more. Everything else is your creation...from feet that only need 1/4 contact (for speed obviously) to the non-functional horns on the back of the neck, (prolly left-over from the quick evolutionary transformation into an upright predator)...all the way out to his oversized hands (for that extra bit of smashing and tearing a creature of his ilk is inclined toward )everything looks exactly like the artist intended, excellent work my friend! bravo!bravo!
edit: my pennies worth
edit: my pennies worth
-
- DBB Admiral
- Posts: 1699
- Joined: Thu Mar 23, 2000 3:01 am
Hi guys, thanks for your replies... I somehow messed up the eyelides in Zbrush and I need to fix them... You'r right!
For the horns, I couldn't decide if I wanted to go with bumpy or smooth. I finally decided I would make them bumpy for now so I would have them that way for the displacement + normal maps. If when I am texturing I want them to be smooth, I can just paint that detail out of the maps!
Thanks again. I will try to finalize the head and start the torso this weekend
For the horns, I couldn't decide if I wanted to go with bumpy or smooth. I finally decided I would make them bumpy for now so I would have them that way for the displacement + normal maps. If when I am texturing I want them to be smooth, I can just paint that detail out of the maps!
Thanks again. I will try to finalize the head and start the torso this weekend
-
- DBB Admiral
- Posts: 1699
- Joined: Thu Mar 23, 2000 3:01 am
Okay so it's been awhile since my last post...
Basically, I decided to totally revamp this guys proportions and also completely scrap the Zbrush work I had done up to this point.
Here's the new (still very work in progress) proportions and some of the gear I've been modeling for him. A lot of the gear is still proxy-models though.
He's not rigged, I just picked sections of mesh and ripped them into a quick pose for the hell of it tonight, cause I was tired of seeing him standing in the "T" position.
Basically, I decided to totally revamp this guys proportions and also completely scrap the Zbrush work I had done up to this point.
Here's the new (still very work in progress) proportions and some of the gear I've been modeling for him. A lot of the gear is still proxy-models though.
He's not rigged, I just picked sections of mesh and ripped them into a quick pose for the hell of it tonight, cause I was tired of seeing him standing in the "T" position.
- []V[]essenjah
- DBB Defender
- Posts: 3512
- Joined: Mon Dec 20, 1999 3:01 am
Oooooh purdy.
Somehow I like the old version though. I don't know why but I do.
Would it be possible to get a low-poly version of the original model in 3DS format? I would like to try animating it, using Blender and maybe sticking it in Morrowind.
That is, if they get around to finishing the character rigging part of the exporter. :\
Somehow I like the old version though. I don't know why but I do.
Would it be possible to get a low-poly version of the original model in 3DS format? I would like to try animating it, using Blender and maybe sticking it in Morrowind.
That is, if they get around to finishing the character rigging part of the exporter. :\
-
- DBB Admiral
- Posts: 1699
- Joined: Thu Mar 23, 2000 3:01 am
-
- DBB Admiral
- Posts: 1699
- Joined: Thu Mar 23, 2000 3:01 am
- []V[]essenjah
- DBB Defender
- Posts: 3512
- Joined: Mon Dec 20, 1999 3:01 am
-
- DBB Admiral
- Posts: 1699
- Joined: Thu Mar 23, 2000 3:01 am
Whats up man...
The thing is, there is no lower poly version of that model. It's box-modeled to the level of detail you see in the wireframe shot. It's a bit too high for a gameres model, I would think.
As for the Zbrush work, don't worry I'll return to Zbrush once I have the model blocked out the way I want And hopefully my second attempt will be even better than the first. That first Zbrush head just wasn't up to the standard I wanted to achieve.
Thanks for the replies...
The thing is, there is no lower poly version of that model. It's box-modeled to the level of detail you see in the wireframe shot. It's a bit too high for a gameres model, I would think.
As for the Zbrush work, don't worry I'll return to Zbrush once I have the model blocked out the way I want And hopefully my second attempt will be even better than the first. That first Zbrush head just wasn't up to the standard I wanted to achieve.
Thanks for the replies...
-
- DBB Admiral
- Posts: 1699
- Joined: Thu Mar 23, 2000 3:01 am
-
- DBB Admiral
- Posts: 1699
- Joined: Thu Mar 23, 2000 3:01 am
hmm, now that i think about it... it would be quite hard to manually catch fish with large webbed hands like that. Those hands are better suited for moving water aside to propel you forward. To catch fish however you need something that can slice through water quickly without much drag (ie: long thin fingers would be perfect). Perhaps he caught it with his mouth.
...or perhaps he caught it with his spearroid wrote:hmm, now that i think about it... it would be quite hard to manually catch fish with large webbed hands like that. Those hands are better suited for moving water aside to propel you forward. To catch fish however you need something that can slice through water quickly without much drag (ie: long thin fingers would be perfect). Perhaps he caught it with his mouth.
-
- DBB Admiral
- Posts: 1699
- Joined: Thu Mar 23, 2000 3:01 am
- Mr. Perfect
- DBB Fleet Admiral
- Posts: 2817
- Joined: Tue Apr 18, 2000 2:01 am
- Location: Cape May Court House, New Jersey.
- Contact:
-
- DBB Admiral
- Posts: 1699
- Joined: Thu Mar 23, 2000 3:01 am
Here's an update for tonight... I decided to elaborate on the shoulder armor and to design a standard that will be hooked up to his back.
Evenutally the standard will be comprised of bamboo shoots, stretched leather, banners, a turtle shell, and possibly some horns...
His belt is going to have some storage pouches (currently 3 cubes), a canteen, and the fish... They're just floating there for now but will eventually be attached.
Thanks for the comments so far...
Evenutally the standard will be comprised of bamboo shoots, stretched leather, banners, a turtle shell, and possibly some horns...
His belt is going to have some storage pouches (currently 3 cubes), a canteen, and the fish... They're just floating there for now but will eventually be attached.
Thanks for the comments so far...