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Polycount - Generals - [makkon]

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  • shotgun
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    shotgun polycounter lvl 20
    mmmakkonnzzzz

    like kp said.. u've got da skillz

    i liked the golden better than the green..
    i also agree about the lonewolf thing,
    maybe have some ranks or other leadership-status-envoking symbols on him,
    the 'luxurious' cape helps, he's rich and aloof, but it doesn't imply the army-war-ranking thing to me hmmm

    keep it coming!!
  • Makkon
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    Makkon polycounter
    Hey, thanks guys. Shotgun, I'll keep those in mind. Perhaps I can add some badges of some sort.

    - - -

    I've been painting in zbrush for about 2 hours, now, and I can't get the results that I want at all. You just can't do mechanical shapes in zbrush, even with the pinch tool. You just CAN'T. Unless there happens to be some amazing tut that shows you how to create exact mechanical shapes in zbrush, then I'll have to find some other methood of making this character's normal map. Zbrush is for organics only, from what I can see.
    So, any ideas?
  • okkun
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    okkun polycounter lvl 18
    I'd go all Sub-D's on that one.

    I was working on something similar not too long ago and ended up just doing some really rough proportional sculpting in Zbrush. I ended up sending the lowest resolution mesh back to max and just working with that.

    For any of the smaller detail try floating it on top for the normal render or even creating the details flat and render it to a texture you can overlay in photoshop.

    here's a wire chick
  • Makkon
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    Makkon polycounter
    I've never delt with dub-d's. I'm perfectly willing to learn, though. Any good tuts?

    Btw, that's chick is amazing. Who made it?
  • okkun
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    okkun polycounter lvl 18
    I'm still working on it, down time project.

    It's really quite simple, check the sub-D button(If you're in max) and start pulling verts. You'll have to exaggerate your shapes and double up some edges. Play around with pushing edge rows on corners closer and further apart, you'll quickly get how things work, it's all tension based.

    It's basically low poly modeling with some extra care taken to stop "bleeding" of tension by placing extra edge rows any where where you want sharper corners.
  • Makkon
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    Makkon polycounter
    I don't think you can convert polygons to subd's in Maya. Or can you? I may have to start from scratch. Not too big a loss, the polygon model only took me 3 hours.

    I'm having difficulty finding a subd tut for maya on google. I'll keep looking, but if you happen to know of any just drop it on by. Thanks for your help, okkun.

    EDIT: forget my last message, it IS possible to convert polygons to sub-d's. I'll be having some fun with this new stuff.
  • Asthane
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    Asthane polycounter lvl 18
    In Maya, the option you're looking for is under Polygons -> Smooth Proxy. I don't think many people use Maya's actual "Sub-D Surfaces", (but then, I wouldn't touch Maya's modeling either, it's obviously all up to taste wink.gif.)
  • JordanW
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    JordanW polycounter lvl 19
    Yeah Makkon the workflow you'll probably end up using is doing Subds for the more mechanical areas and just zbrush the organic parts like hands etc. You should still take the mechanical bits into zbrush after you model them in subds to add pinching and nubbing up on seams, add cracks and such, zbrush is really good for that super fine detail even if it is on metals you'll just use a lot of the projection master.
  • Daz
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    Daz polycounter lvl 18
    Beautiful sketches Makkon. Btw, I'm with okkun in that you should probably just model this out in hi-poly to get a decent normal map, but as Asthane suggests, don't bother with 'true' subdivision surfaces, just use smooth proxy ( polygon subdivision ).
  • LoTekK
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    LoTekK polycounter lvl 17
    This is looking hot. I love the design, very regal, definitely command material.

    For the color, and this may be a stupid suggestion, but instead of purple with green trim, what about a car paint-style shader? One of them pearlescent shaders, where the color shifts depending on viewing angle? Could be an interesting look, especially with the right hues.
  • Emil Mujanovic
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    Emil Mujanovic polycounter lvl 18
    Definately making some serious progress here! Liking it heaps, keep it up!

    -caseyjones
  • okkun
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    okkun polycounter lvl 18
    Yeah if you're in Maya Smooth Proxy is the way to go. I've been using Sub-D's in Max since it's a simple toggle on the display of your polys and Max doesn't do the wierd Sub-d layers or lod's that Maya does.
  • shotgun
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    shotgun polycounter lvl 20
    duh i only saw the model today
    thats weird..
    and it looks great

    watch the foot to forearm proportion, it's too small (but it may be the perspective render?)
  • jzero
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    jzero polycounter lvl 18
    Makkon, nice job! I'm here to say that our generals' silhouettes may be similar, but your concepts blow mine away. I wish I had your grasp of the easy highlights. Hell, I wish I had a grasp on lighting at all.

    I think your model is great, but she could use more curves, of the womanly variety. The figure still looks too flat laterally. That, and the model helmet isn't qite up to the flared bulk of the concept. Did you draw out a model sheet? Still, I love those concepts. Can't wait to see the modeled cape.

    /jzero
  • vahl
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    vahl polycounter lvl 18
    that's a good start, I love the metroid-ish concept for that girl. though the model may benefit from the proportion you have in your concept, they may not be as realistic as in your model, but I think they are way more interesting and dynamic ( wider shoulders, more curves, etc)
  • Makkon
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    Makkon polycounter
    Thanks, all.

    I've decided to improve upon a few details before I try modeling her again. Tell me what you think.
    PCGeneral1.jpg
  • arshlevon
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    arshlevon polycounter lvl 18
    i like the top middle design. everything is flowing really nicely. the one on the right is nice too, but i dont think its as good of a design.
  • poopinmymouth
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    poopinmymouth polycounter lvl 19
    I'm really liking the bulbous shape on her shoes, and the deltoid area on the far right. Whatever you do man, keep those bits!

    poop.gif
  • Makkon
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    Makkon polycounter
    I think I know how I can make her more of a general. I just made her a bit top heavy, and gave her some retro pads like the previous concept.

    PCGeneral2.jpg

    Question. When modeling pieces of her like those things on her torso and legs, should they be seperate from the mesh, or should they be modeled in to fit?
  • Cubik
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    Cubik polycounter lvl 18
    Those feet looks kinda small, I think she would have balance problems when standing still. You might want to lengthen the lower parts of her legs a bit. They look a bit short, even when you take the perspective in consideration.

    Love the character, looking streamlined and sneaky. Very purposeful. But I still think that it needs a couple of more details to look more distinguished and like a general. You could resort to a discret insignia.
  • gauss
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    gauss polycounter lvl 18
    i think you're second guessing yourself a little bit. the keys to showing her generalship was the poise and bearing, combined with the ornate detailing on the armor, which were all pretty much nailed by the time you revised the first concept. so long as you're able to nail some of the more difficult nuances of those sketches with the model you'll be in great shape.

    these new sketches seem like a step back, especially those retro pads; you've got a great handle on your forms and it'd be a pity to see you resort to such a universal cliche as ye olde shoulder pads. concentrate on capturing those first sketches in 3d and soon you'll be wearing gold plated diapers.
  • JordanW
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    JordanW polycounter lvl 19
    ^ i agree the shoulder pads just dont work, they kinda contradict every other part of the character and the way it flows.
  • shotgun
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    shotgun polycounter lvl 20
    halo meets mila jovovic!!
  • DarkSquirrel
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    DarkSquirrel polycounter lvl 17
    alright i normally wouldn't help the enemy but, our forums are down...soo i'm getting ancey. I did a drawover largely because your drawing shows such great proportional strength and yet the model was so lacking...it was a bit confusing but, i know there 2 different mediums so hopefully this will help a bit.
    MeshPsDrawoverweb.jpg

    good luck
  • Makkon
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    Makkon polycounter
    Cubik: I've always had that problem with the feet. It's a habit that carries over to everything I do. frown.gif

    Gauss and Tinman: I think you're right. I'll stick to the initial revision, as it seemed to get the job done. Thank you for preventing me from doing something stupid, I probably would have screwed the whole thing up.

    Shotgun: Who's Mila Jovovic?

    DarkSquirrel: Thank you, It's a very kind thing of you to step out of sides and help a fellow artist. I appreciate it.

    ===
    Well, I think that I ought to save highpoly for a later project. I think I ought to just get to painting the texture, and so on.
  • Makkon
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    Makkon polycounter
    I STARTED OVER
    I did this one really fast, about 3 hours so far. It's my best mesh up to date. At this point, I don't care if it doesn't match the concept exactly, I'm running out of time (which is my fault to begin with). I'm going to attempt a simple highpoly, keeping a clean sleak look. I should start on that tomorrow.

    Any proportion problems? I was basing her off of my second to last sketch, so she probably doesn't have a similar build from that of my first.

    MeshPCgeneral005.jpg

  • shotgun
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    shotgun polycounter lvl 20
    mmmakkonzzzz i think her boob loop should cut in a little sharper around the torso (unless it the uniform thing..)

    proportions wise i think she's hot, i like her 'strong' build, her lower leg suspiciously plump on the front and shy on the rear, let's see more slick muscle defintion on the back there. oh and don't forget to make sure the foot supports it (it seems rather small as is)

    good work!
    you got her number? :O
  • Makkon
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    Makkon polycounter
    I honestly have no idea what I'm doing.
    MeshPCgeneral006.jpg

    That's probably the maximum amount of detail I'll put into this model all round, as I have no knowledge of any advanced methods of adding amazing detail.
    BTW, what's floating geometry?
    Oh, and was it wise to create a new object like I did for her chin? Will it show on the normal map without problems?
    This highpoly stuff is cool, but very unfamiliar for me.
  • MoP
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    MoP polycounter lvl 18
    floating geometry is essentially just what you did with the new object for her chin - those little circular indents you have modelled in there, could just be concave polys "floating" over the top of your main mesh.

    http://www.iddevnet.com/quake4/ArtReference_CreatingModels

    Go there, it tells you in the "modelling your character" section, good practises for making high and low poly models for games.

    i like how this is going, keep it up smile.gif
  • Valandar
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    Valandar polycounter lvl 18
    Wow, MoP, thanks! That's a resource I'm bookmarking!

    And Makkon, that helmet is looking good. Have you done anything to the body as a whole?
  • Makkon
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    Makkon polycounter
    Not yet, Valandar, but I plan to today. laugh.gif

    And MoP, I thank you as well. That had some extremely valuable information. Things are starting to click for me. Thanks smile.gif
  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    holy cow, you can float indentations!!! Mop, you're my hero!

    Oh yeah, looking sweet Makkon but you better get a move-on, time's running out!!
  • Makkon
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    Makkon polycounter
    This stuff is so disorienting. I think I'm getting the hang of it, but it's still hard to get the results I want. Whatever, I'm keeping it simple for now so I can meet the deadline. After this lovley biomechanical woman, I plan to do a lot more highpoly from now on. LOTS more.

    MeshPCgeneral008.jpg
    MeshPCgeneral007.jpg
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