Just thought I would post up my current project - an old boxing trainer.
Normal maps just about finished, as is the spec and diffuse (though I dont have the diffuse here at work so I cant post up a coloured shot!). I've made some morph targets for the face and now have to rig this dude up... mygod I hate rigging
Will probably go in and round off some of those more visible edges before I start weighting it up to the skeleton.
Replies
Normal maps look wonderful. The anatomy of the head is kinda wonky. The ears seem extremely high, the nostril parts of the nose seem to be a lot less round than they should be. The area just around the chin seems flat.
Great work though overall though.
Heres the ref I used for general proportions
Thanks for the crits so far though guys
EDIT: Just thought that it might be because my reference could have his head tilted forward slightly?
Very nice model btw!
how are ya mate
as a general rule, the reference you should be working with is
the middle of the ear pretty much sits on the end of that skinny cheekbone that goes along the side of the head. NOTICE where that skinny parts come from.. from the socket it narros down roughly at the same level of the cheek. in your model, that skinny bone sits way too high, like in the level of the socket. thats where your problem's at homie
good luck!
EDIT
chex0r this out!
http://www.bmezine.com/skulls/alien/index.html
alien skulls from the abyss!
freaky stuff.
Thanks for the heads up... you truly are the Mr. Miyagi of anatomy!!!
I've pulled the ear down a bit - hopefully its in a less freaky looking situation now. It looks better to my eyes at least.
Ignore the artifacts on the guy's tracksuit - its just something to do with the fine detail of the fabric... I still haven't got the finished maps with me here at work.
Will post the colour shots up tonight...if I remember
Textured model
And a few little morph target tests
Still working on rigging him up which should be done soon.
The lower half of the face seems older than the upper half a little. I think it's the sagging cheeks.
Now just grab the sound bite from Rocky of Mickey calling stallone a "bum!" and you've got some lip-sync in your portfolio
DAZ - Yeah, I agree that those wrinkles at the side of the mouth look a bit odd, especially when compared side-by-side to the other morphs. I had actually thought about doing various normal maps to create the illusion of wrinkling skin to go with the various morph shapes (I remember someone posted a great video of someone who had done exactly this and it looked great)... I sort of ran out of steam though before I got to that part!
THE_PODMAN - huh huh huhuhuh huh...you said "bum". Yeah, trying out some lip-synching is a good idea... Im not too much of an animator though but it could be fun
Heres some final posed renders... its been a long trawl getting this one finished... ahhhh, time to sit back n relax for a while now!
Impressive sharpness on that last render, I like how you used a rather dense mesh for the ingame model, it really makes it shine.
Congrats!
- BoBo
dig em