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Polycount - Generals - MoP & Tully

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MoP
polycounter lvl 18
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MoP polycounter lvl 18
No idea what I'm doing yet, just be sure that I will try to get it done on time! tongue.gif

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  • poopinmymouth
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    poopinmymouth polycounter lvl 19
    One time I saw Mop eat the head off of a four year old at a McDonalds because he thought the four year old looked like a CGchat member.

    Glad you are in on this Mop my man, I'm sure we'll see something classic.

    poop.gif
  • Etheros
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    Etheros polycounter lvl 17
    Moppppppp, you are on the evil side?
    oh ****.
    why?
  • MauF
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    MauF polycounter lvl 18
    [ QUOTE ]
    One time I saw Mop eat the head off of a four year old at a McDonalds because he thought the four year old looked like a CGchat member.

    Glad you are in on this Mop my man, I'm sure we'll see something classic.

    poop.gif

    [/ QUOTE ]

    Hahahahahahahahaha I love those stories man
  • gauss
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    gauss polycounter lvl 18
    Etheros: what, you think we'd let him keep his moderator privileges if he fought for the enemy? I THINK NOT! laugh.gif
  • EarthQuake
    Etheros: You have to remember.... all the tallented game artists that post on cgchat CAME from polycount, wtf you think? hahahaha
  • Etheros
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    Etheros polycounter lvl 17
    oh, he is moderator. Sorry=)
    3000+ posts is serious.
    Good luck Mop!
  • MauF
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    MauF polycounter lvl 18
    [ QUOTE ]
    Etheros: You have to remember.... all the tallented game artists that post on cgchat CAME from polycount, wtf you think? hahahaha

    [/ QUOTE ]

    Yeah that's true even about me... but you gotta start somewhere, right??? laugh.gif SNNAAAP!!! You're going down boys!!!

    (just for the record, I still love these boards, I just have a tendency of taking these things too seriously)
  • MoP
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    MoP polycounter lvl 18
    Well, I have enlisted the aid of the inestimably delectable Tully for drawing me tasty concepts to model from.

    We've started bouncing some ideas around (read: me rambling silly ideas as she patiently tries to make some sense out of them and draws something entirely not what I expected, but incredibly cool anyway).

    Maybe images soon-ish smile.gif
  • Tully
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    Tully polycounter lvl 18
    Delectable me and tasty concepts... Shall I smother myself in chocolate when next we meet? More than I did last time, even!

    But yes. Concepts soonish. I'll need to post them myself or everybody will think you're doing it all.
  • gauss
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    gauss polycounter lvl 18
    enough with the public flirting you two. admonishments aside, i am very much looking forward to another of your excellent collaborations! smile.gif
  • Joao Sapiro
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    Joao Sapiro sublime tool
    go for it team ! lets kick some chatters ass !
  • blankslatejoe
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    blankslatejoe polycounter lvl 19
    ME AND YOU MOP!!! AT THE FLAGPOLE, AFTER SCHOOL!
  • Tully
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    Tully polycounter lvl 18
    Ok, so here's a drawing of the first part of the concept. There's more to him, but this is your basic guy. I want to do this up prettily, so more to come!

    polycountgeneralsm.jpg
  • dur23
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    dur23 polycounter lvl 20
    sick sick sick work there tully. Those legs and hands are frigin awesome. Giant osertich type legs make me a lil giddy inside:)
  • Mark Dygert
    [ QUOTE ]
    ME AND YOU MOP!!! AT THE FLAGPOLE, AFTER SCHOOL!

    [/ QUOTE ]

    Going to be kind of hard to finish the competition when you are hanging by your underwear from the top of the flagpole. Maybe you can bring a laptop?

    hehehe easy there killer, no harm ment, just tossin a little mud =P
  • poopinmymouth
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    poopinmymouth polycounter lvl 19
    Love the barrell chest vs the long spindly legs. Really shaping up. 8-)

    poop.gif
  • gauss
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    gauss polycounter lvl 18
    yes, excellent choices so far on the body type and form language, they match the head and armor type. MORE! smile.gif
  • Jhotun
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    Jhotun polycounter lvl 18
    I can see that face fully textured and i think that will kick ass. Those legs are great too.

    Keep it coming!
  • Scott Ruggels
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    Scott Ruggels polycounter lvl 18
    Nice, really nice. About the only thing I can suggest is more pouches, and boxes on his belt and at least one or two obvious instances of insignia or rank. Other than that, dead spot on

    Scott
  • Belltann
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    Belltann polycounter lvl 17
    Great consept. Will watch this tread with intresst.
  • MoP
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    MoP polycounter lvl 18
    Tully's pretty busy with work and school at the moment so I'm making a start on the model for this guy even though his mount's concept is not finalised yet.

    Everything above the belt is just pretty much just rough sketching masses at the moment, everything below the belt is laid out and started, just needs more detailing. Legs are the mid-level imported mesh from ZB.

    I hope to have the head and hands ZBrush base mesh done by tomorrow.

    genwip1.jpg
  • poopinmymouth
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    poopinmymouth polycounter lvl 19
    Nice dude, I can already see the influences of Tully's line work and shading coming across in your models. The toes are particularly tasty.

    Ok enough knob gobbling for now. Hurry hurry! Finish!

    poop.gif
  • spacemonkey
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    spacemonkey polycounter lvl 18
    this guy could be extremely cool smile.gif I really want to see lots of detail in your mesh laugh.gif
  • Scott Ruggels
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    Scott Ruggels polycounter lvl 18
    I'd alo,ost suggest scratching the mount, and putting the polygons into the main guy. Is this the high poly model then?

    Scott
  • ElysiumGX
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    ElysiumGX polycounter lvl 20
    You two are so awesome! Go Team!!! poly145.gif
  • Makkon
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    Makkon polycounter
    You, my friend, are depriving humanity of essential highpoly knowledge if you havn't made a damned tutorial about detailing those god-forsaken things. Shame on you!
    Might I add that your model shows no mercy to the concept, definatly an almost exact replica. I salute you!
    HIEL MOP & TOLLY
  • vahl
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    vahl polycounter lvl 18
    looking forward to it mop ^^ nice start
    that may be the position, but he looks more balanced on the concept...maybe something to do with the legs position/size, dunno...anways, cool work man !!
  • shape
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    shape polycounter lvl 17
    hey Mop and Tully.. good start. Who's gonna be doing the texturing?
  • headengine
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    headengine polycounter lvl 18
    Looks good Mop, ripe for a bit of zbrushing!
  • MoP
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    MoP polycounter lvl 18
    Yes indeed Mike, and ZBrushing is currently under way! Also interspersed with some sub-d modelling in Max to give some variety tongue.gif

    Shape: Thanks, I'll be texturing - Tully is too busy to take any more work on right now, I think!

    Scott: Yep, this is the high-poly. I'm still torn between making him stand-alone, or making his mount too. If id software can get away with under 2500 poly normal mapped character meshes, then so can I dammit! tongue.gif I'll finish this guy's high-poly model then see how I'm doing for time, that should decide whether I do the mount or not.

    Spacemonkey: Hopefully you will... eventually! Everything right now is pretty much first-pass high res geo.

    Poop, ElysiumGX, Makkon, Vahl: Thanks smile.gif

    Aaaaand an update. Modelled the head out today and took it into ZBrush for a first detail pass. Everything is still very lumpy and bland but all the main shapes and details are coming out now.

    genwip2.jpg

    Onward! smile.gif
  • Zcubed
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    Zcubed polycounter lvl 18
    Hey, that looks great! The areas below the eyes seem a little undefined, but I'm sure that's because you're just getting started. How far did you take the polygonal mesh before importing it into Zbrush?
  • JordanW
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    JordanW polycounter lvl 19
    lookin good keep goin! i like the detail on the horns and forehead, for some reason i dislike the eyes though, i think it's just cause they're beady but thats probably just a personal pref :P
  • MoP
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    MoP polycounter lvl 18
    Hey Zcubed, the head mesh was actually a really quick hacky job, 202 quads in total... didn't even have a mouth detailed in :P
    You can see the source mesh here if you're interested.

    tinman: thanks... personally I quite like the eyes smile.gif yeah, everything needs a lot more detail and i'm gonna make them more squinted and angry later on.
  • Daz
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    Daz polycounter lvl 18
    Looks sweet as Paul and thanks for showing your source mesh. Another part of this exercise for me is to start modeling in ZB earlier, and get out of the habit of the far longer traditional method, so this stuff is interesting to see for me. That really is remarkably low res.
  • MoP
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    MoP polycounter lvl 18
    Yeah Daz actually that's probably the worst example of a low-res source mesh you could possibly see, haha! It doesn't even have a line of symmetry down the centre (fortunately 1 sub-d in zbrush later it does wink.gif )
    Basically my philosophy with it is "whatever works" - in this case i'm not gonna be animating it or anything, so it's just a big solid lump of stuff that's gonna be rendered down to a normalmap, so why bother adding detail at source level as long as the polygon distribution is fairly OK and it smooths neatly. I could have done with some more polys around the mouth, but no matter. I played around with actually modelling the mouth into the control mesh but it was just making things too complex.
    I think using the Move tool in zbrush a lot at vertex level right at the start, on the 0-level and 1st-level subd meshes, is vital to getting a good start and placement of where you want all your edges to flow. It's easier to address that stuff in ZB than in Max, I think.
  • malcolm
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    malcolm polycount sponsor
    Nice one! Wow I've got to pick up zbrush one of these days.
  • thnom
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    thnom polycounter lvl 18
    I love it mop - but I really want to make that cheekbone a bit thicker. Bring it further round the eye and make it vertically a bit longer - I dunno just looks a bit like a metal plate in the face now wink.gif
  • Rice and Eggs
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    Rice and Eggs polycounter lvl 17
    Good pose on the concept Tully! There's a real elegance to that character but he still looks strong. I'd love to see more...

    -b
  • MoP
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    MoP polycounter lvl 18
    I am sooo sloooow...

    genwip3.jpg

    Just tweaking proportions here and there, made the arms actually a useable source mesh and started ZBrushing them a little, also blocked in the armour shapes for the main shoulder/neck armour.
  • Daz
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    Daz polycounter lvl 18
    Very nice so far! Maybe you could bulk up the lower leg joint a bit? Not the girth of the legs themselves ( in fact the thigh could even be more slim I think ), just the joint, you know, how a knuckle is wider than a finger. It's in the sketch, and hinted at in your model, but you could perhaps push it a little further. I know he's a slender character, but it feels like a lot of weight on a fairly flimsy seeming joint?
  • Emil Mujanovic
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    Emil Mujanovic polycounter lvl 18
    Great concept, and definately a clear transition to the model. Can't wait to see more detail going in and how well it will keep on the lo-res mesh.
    Keep it up!

    -caseyjones
  • Soccerman18
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    Soccerman18 polycounter lvl 18
    Looks really sweet, but it seems to have lost some of the dynamicness that the concept had, especially in the legs. The concept was very tall and thin but the model is a little bulkier and shorter.
  • MoP
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    MoP polycounter lvl 18
    Good point Daz, there's still plenty of work to be done on those legs. In fact they haven't changed since the last WIP screengrab tongue.gif
    Caseyjones: Thanks!
    Soccerman18: Hmm, well I think some of the loss of dynamic-ness is due to the neutral pose I'm modelling it in, that should all disappear when posed.
    I'm pretty sure the proportions are very close to the concept - maybe it was the angle of the render making it look bulkier than it really is.

    Here's a comparison pic for you:

    genwip4.jpg
  • rooster
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    rooster mod
    I think its pretty much spot on! if you wanted a minor nitpick the material tucked into the belt could be a bit longer under the beltline, but Im sure youll tweak minor stuff like that- looks great overall
  • motives
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    motives polycounter lvl 18
    yea i lso think u pretty much nailed it.. Maybe make the upper legs a tad bit longer and thin the waist a bit. On the concept he has really swooshy lines while your model is more "rigid". Anyway this is just nitpicking i guess. It looks rad sofar.
  • Marine
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    Marine polycounter lvl 19
    cheek bones are too defined i think
  • spacemonkey
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    spacemonkey polycounter lvl 18
    hey Mop its looking good! I have a few suggestions though, the belt area could be pinched in a little more - like it is in the concept, I also think the pants would benefit from increasing the width/baggyness around the knee area. Marine is right about the cheek bones, make sure you acheive that narrow feel he has to his face in the concept - currently I think his head might be a little wide perhaps? any good work so far!!
  • MoP
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    MoP polycounter lvl 18
    OK good calls guys, I think I've addressed most of the main issues now.
    Rooster: yeah, I noticed that too but was too lazy to change it. Done now smile.gif
    Motives: I don't think I'm gonna make the upper leg longer, in fact I was thinking it was close to being too long already! However I did scale the legs up by 105% vertically, I think it helps. Good call on the waist thing too, I went and did that.
    Marine: Yep Thnom mentioned that earlier and I tried to fix it but didn't do enough, I think it's improved now somewhat. All the zbrush stuff is hugely subject to rapid change anyway smile.gif
    spacemonkey: Good calls, like I said to motives I think I fixed the waist and it looks a whole lot better now, also made the pants a bit more baggy below the knee and gave them a bit more width near the top too. I don't think the head is too wide personally but the cheekbones have been fixed somewhat now, and I'll see about head proportions further down the line.

    Anyway, here's an animation showing the changes from the previous version, I think you'll agree it's a lot closer to the concept now and retains more of the dynamic shapes and forms Tully worked in there.

    genchanges.gif

    Back to work! smile.gif
  • [MILES]
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    [MILES] polycounter lvl 17
    Those changes did wonders. The model mirrors the concept much better now. Looking awesome!
  • aesir
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    aesir polycounter lvl 18
    The collar on the jacket in the concept looks better to me than the one on the model. in the concept, it looks to come almost straight up from the jacket, and then slopes in on the inside of the collar toward the neck, and would have a certain thickness to it. The one in the model expands outward right off the jacket and because of that it seems to lose some of its coolness.

    Chest also seems to like it needs to be puffed out a bit.

    keep at it!
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