I don't know about real easy, but I know its doable.. This is a totally new learning experience for me though so I'm sure I'll make some mistakes.. ah well :]
dunno if I'm doing it right . not sure how to handle bottom jaw, dont know how much to do in max and how much in zbrush, or what the best workflow is to quickly go back and forth.. bleh
its looking very good, but my once comment is that the uniform looks like skin tight latex, which will probably change with a texture and everything. just something to look out for, latex doesnt allow for much mobility. i should know.
shaping up nicely man! watch out for getting more sharp edges into the pants, also go nuts with the pinch tool for defining those muscles if they're gonna end up showing through... but definitely turning out well so far, especially for a first foray into this sort of workflow.
heh well its a bit intimidating seeing all these amazing models popping up all over the place, but I'm just gonna keep chipping away at it . Keeping track of all the 0 chamfers is doing my head in
worked on the arms and hands a bit more, added some detail to legs. Fannied about with a render then accidentally saved with shit compression .
start on wings/jetpack soon.
impressive work, rooster, i've been watching this one. i think it's one of the tightest transitions between the concept and the geometry i've seen--most of the forms are dead nuts on from the original. good work.
Good work, most parts are very faithful to your cool concept. Just make sure that you add a little more thickness to the codpiece if you want it to be true to the concept.
Are you going to add those pipes on his right arm, or did you have remove them for some reason (the lowpoly models' polycount or something).
The whole right arm lacks a little of the extremly solid feel it has in the concept. I think it's both the missing pipes, and the fact that you seem to have simplyfied that armorpiece quite a lot. In the concept, the middle parts floats a little above the thicker edges, while the edges in turn looks to go higher up on the arm. This gives the plate a nice gap which you filled with lots of interesting detail. I think that it would be really cool to see that gap making into the model, the armorplate looks less interesting and more standard fare without it.
very good crit cubik cheers, the tubes will go in just havent got to them. Good call on the arm, I definately will keep the gap and fill it with detail but I want to get a first general pass of the whole thing together, im not very fast so I want to be sure I'll at least have something ready . Those indents in it also will be holes eventually to see through as well. I will take another look at the arm
heres my first ever normal map made in max! w00. (only a test dont get excited ) http://www.rooster13.plus.com/tst.avi
bottom model is hi-poly of course
Yeah that looks really great Rooster. I know what you mean about time. If this was a production environment there's so many corners I'd have cut tbh. But heck man, consider this an awesome portfolio piece. You can find the time
yah time is a big factor but I'm sure you'll make it, plus, once you got the highpoly done, the lowpoly is just a "follow the shape thing" so that you don't have to wonder about what will go where, as everything is already there
go man, it's really worth it, you have a great model there !!!
wow thanks rick, that means a lot considering the amazing quality of stuff being pumped out all over the place!
thanks for all the encouragement guys, Ill be really chuffed if I get it finished in time- I'll stick it smack bang in the middle of a new portfolio site :].
I got a chunk of the body low poly done, so hopefully Ill meet my target of normal mapping on thurs, leaving the weekend and a couple days for maps and base. Its really great how the comp has given me a kick up the arse to get some hi-poly work done and learn the workflow of normal maps in max, which I'm sure would have taken me a lot longer to get round to.
still chugging away, got about 80% of low poly done, heres the jetpack currently (gonna stick on some bolts n shit now)
and a normal map test of the arm, auto-unwrap thrown on
been feeling pretty bogged down lately, slow progress. I'll try to drum up some enthusiasm tomorrow, in the mean time heres a TEST of the new wing normal map (not that I showed the old one )
looks like I made a rather poly-hungry design.. some painful optimisation going on today. Im hoping the overall effect will compensate for a couple of slightly bodged areas
maan I've got a headache. 'Polygons' are no longer a part of my vocabulary.. now there are only 'my preciousss..' Finding the unoptimised cap of a cylinder is like christmas when I was 10.
here we go! texture time! (might add one or two things to normal map here and there). He's at 4924 preciousss, leaving 76 for feathers and strap pad thingys, hopefully its enough.. might be able to scrounge another 10 but I'm really scraping the barrel. I really would be screwed if it werent for the extension!
the closeness to the concept is really heartening to see, this has definitely been one of the most enjoyable to see develop. i think the wings turned out quite nicely, in fact.. you should be happy--but NOT YET! get to finishing and then we'll give you the proper congratulations routine... but not before you finish the home stretch! have fun with the texturing, i think you'll have no trouble getting this bird's plumage up to snuff!
If a Rooster wins the war... I will need psychiatric help hehehe. Well done. I am not to crazy about the pea shooting gun, but everything else is awesome nonetheless!
Replies
I dunno, can you do a combonation real easily?
looks very good, now you gotta add more and more detail
keep at it !
worked on the arms and hands a bit more, added some detail to legs. Fannied about with a render then accidentally saved with shit compression .
start on wings/jetpack soon.
Can't wait to see him with wings.
Are you going to add those pipes on his right arm, or did you have remove them for some reason (the lowpoly models' polycount or something).
The whole right arm lacks a little of the extremly solid feel it has in the concept. I think it's both the missing pipes, and the fact that you seem to have simplyfied that armorpiece quite a lot. In the concept, the middle parts floats a little above the thicker edges, while the edges in turn looks to go higher up on the arm. This gives the plate a nice gap which you filled with lots of interesting detail. I think that it would be really cool to see that gap making into the model, the armorplate looks less interesting and more standard fare without it.
heres my first ever normal map made in max! w00. (only a test dont get excited ) http://www.rooster13.plus.com/tst.avi
bottom model is hi-poly of course
Might be because they're angling back towards the camera, but they look too small for him.
heres a list of whats left:
hipoly:
pads for shoulder straps
feathers for arm normal map
jetpack detail
GUN
tail/tail protector
misc- various small details
lowpoly-
everything!
base
wee bit worried about time now..
looking awesome dude.
go man, it's really worth it, you have a great model there !!!
The model is looking really awesome.
thanks for all the encouragement guys, Ill be really chuffed if I get it finished in time- I'll stick it smack bang in the middle of a new portfolio site :].
I got a chunk of the body low poly done, so hopefully Ill meet my target of normal mapping on thurs, leaving the weekend and a couple days for maps and base. Its really great how the comp has given me a kick up the arse to get some hi-poly work done and learn the workflow of normal maps in max, which I'm sure would have taken me a lot longer to get round to.
and a normal map test of the arm, auto-unwrap thrown on
no idea why all the fuzzy shit is there
the spear was easy but squeezing this into the polycount along with the jetpack and all those tubes is proving tricky.. I'll do it damnit!
normal pic soon
your model is quite original and has a cool vibe to it
(original and not goofy tho, that's good!)
chico
screw feathers, use the last 10 to give him a box of chicken nuggets!
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He's at 4924 preciousss
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that's some lol right there
the closeness to the concept is really heartening to see, this has definitely been one of the most enjoyable to see develop. i think the wings turned out quite nicely, in fact.. you should be happy--but NOT YET! get to finishing and then we'll give you the proper congratulations routine... but not before you finish the home stretch! have fun with the texturing, i think you'll have no trouble getting this bird's plumage up to snuff!