Looking good! My only crit now is that the lower legs look reaaaally too thin. a bit more bulk at the top and bottom of the lower leg would really help, I think.
Keep it up
Oi, great crits as usual. Here's the 'final' Gonna start unwrapping this fellow tommorow:
- Shortened legs
- Thickened up the legs
- Moved knees a bit
- Squashed feet height
- gave some parts a fleshier feeling.
- Made the for and lower arms a bit longer
Aesir: That crease is a bit sharp atm indeed. It will be a lot softer once the bumpmap is aplied and breaking up the light)
Yeah that's looking great mate. I agree with aesir about the crease in the upper thigh seeming a bit too deep. And make sure his feet are actually touching the floor. He reads as hovering right now. Definitely looking good though.
Thanks guys. I'll move a few things around tommorow. The unwrapping went faster then I thought. Got it done in 1.5 day. I got it down into 4 maps:
- Fleshy parts (4000x4000 px)
- Boney parts (2000x2000 px)
- Slimey parts (1000x1000 px)
- Eyeballs (512x512 px)
Why do you give head more texture space than the body?
First its a hi-res model and secondly its not human. It only makes it look rushed if you let texture density vary that much.
thing is that I'm planning to give the eye area a bit more attention then the rest of the body. There's a lot of stuff going on there, so that's why I chose to make the head a bit bigger
yep, interesting looking forward to it mate
although...
LOADS OF WASTED UV SPACE !!!
j/k my friend, though something :
instead of having uvcuts like this ( thinking about the leg mostly), why don't you use different uv projections and use some kind of layered texture ( speaking in maya terms but I know xsi can do it, just don't have the terms for it:P) to hide them ?
I used this for my school projects back in the days and it was perfectly working ( and on the top of that we were using procedural textures so that was making the seams even less obvious)
I'm a big Peter Jackson,Weta, King Kong fan. I Do have that book snowfly and I love it, together with the art of world of warcraft my favorite 2 art books at the moment.
I've been working on the bumpmap today. Here's an early preview (still lot's to add in the face, haven't touched the upper beak and mouth insides yet. But wanted to show I'm not slacking off. C&C welcome! http://jelmer.keurigonline.nl/bump_test1.jpg
Nice work as most have said. It feels allot like Steven Chens stuff (meant as a compliment) - very Weta-ish/hyper-real.
Did you UV that by hand or pelt map it? Very little distortion.
As for the bump, I was expecting less of a scaly texture but what do I know. What level of divisions/polys is that at though? Some high freq detail in that.
I think he's just handpainting a greyscale bumpmap so it's not adding any polys, Super.
I'd also take an educated guess at saying he's using pelt/relaxed mapping since you'd have to be insane to map that all by hand
It's looking nice so far Jelmer, although I think some of the wrinkles seem to be heading in weird/unexpected directions. I'm sure you know what you're doing though, keep it up
Actually we used UV Layout here. It's kinda like peltmapping. An awesome program. You just indicate where you want to have your cuts, you drop your mesh on the uv template, and relax everything. Color codes tell you if the polys are either to big or small compared to the actual model. It's an extremely powerful package, and mop is right that unwrapping this all by hand would be quite a hassle.
Thanks for the kind words Super. Steven is an awesome dude, and a very open and helpful person as well. He pushed me a lot both with my concept and modeling. The scaly texture is the first pass to make it look and feel a bit more organic and fleshy. I'll add the avial folds today
Oh I'm creating the bumpmap in Zbrush btw, using the projection master.
Yeah, I figured you were doing the bump is Zbrush, hence my question on subdivision level - must be high to get that amount of small detail. I must be using it incorrectly as I can never get high enough.
I like how you've documented each step and progress, really cool organic process. Hopefully there'll be a new update by morning
*edit* I was thinking displacements. I'm a buffoon. Ignore.
heh, make sure you don't have deformation / normalize checked on. Just colors checked, is alright, when you go into projection master. It just depends on the texture size that you've created, how much detail you can get into your bumpmap. I'm using a 4086 x 4086 pixel map. Been working a bit more today. Got some XSI hair on him and did some more bumpmapping. Beak is still looking to rock-like. Will need to work on that. http://student.vfs.com/~3d58jelmer/Chicken/hair_bump_almostthere.jpg
for the beak. think chipped soap or fingernails. once you add transparancy it'll look better. but beaks are not as smooth as you'd think, they have fiber channels like fingernails, at least like mine : /..
Looking great Jelmer, very cool. I feel like the curve of the eyelid where it meets the eyeball is a bit wobbly. It's often surprising how perfect some forms in nature are, and looking at some birds eyes, I feel like the eye contour would probably be much more perfect than that, know what I mean? The wobbliness in your line almost looks like lack of modeling finesse. Like it was unintentional. If the curves were smoother, they would also enhance the effect of the the eyelids being stretched and hugging the near perfect surface of the eyeball If that makes sense?
Hey Daz, good call. The eyes were referenced of reptiles more then birds, I tried the round eyelid thing pretty early and later again, didn't work out too well, since the shape is rather boring. At one point I also had an upper eyelid/ crowfeet thing going on. That was removed though, since it looked stupid. Awesome reference for me though, damn. Here's an update on the bumpmap. I still have to decide wether or not to give this creature some color. Enjoy, C&C welcome!
Well, just to be clear, I didn't actualy mean make the eyeball more round at all. I just meant make the actual curves that make up the shape smoother and less wobbly. But anyway, kind of a moot point 'cos this is looking fantastic!
The other miniscule crit that I meant to bring up before was that the upper beak is possibly coming to too sharp a point perhaps? Looks like it could break very very easily. Just needs some rounding off/bluntening maybe. But yeah, this is looking really good.
Wow this came a long way since i first saw it! I'm no bird expert, but i think the beak could use some slight detailing, like it aint a smooth surface?
Good point Daz and Psyk0.Made some changes to the beak.I think I won't be able to make it look better with color, because of my lack of confidence to work with shaders and render trees. Need to work on that. Might do a color map after my second model, for now, I call it done. Thanks to all of you for your positive feedback and thoughtfull comments. c & c still welcome ofcourse, thanks!
Replies
Keep it up
also, bunghole?
- Shortened legs
- Thickened up the legs
- Moved knees a bit
- Squashed feet height
- gave some parts a fleshier feeling.
- Made the for and lower arms a bit longer
Aesir: That crease is a bit sharp atm indeed. It will be a lot softer once the bumpmap is aplied and breaking up the light)
Working on a lighting setup as well, here's an early preview:
http://student.vfs.com/~3d58jelmer/Chicken/galina_in_room.jpg
are you gonna give him some feathers or something ?
keep it up ^^
- Fleshy parts (4000x4000 px)
- Boney parts (2000x2000 px)
- Slimey parts (1000x1000 px)
- Eyeballs (512x512 px)
Here's the result:
First its a hi-res model and secondly its not human. It only makes it look rushed if you let texture density vary that much.
Anyway, interesting work so far, I look forward to seeing how it turns out
although...
LOADS OF WASTED UV SPACE !!!
j/k my friend, though something :
instead of having uvcuts like this ( thinking about the leg mostly), why don't you use different uv projections and use some kind of layered texture ( speaking in maya terms but I know xsi can do it, just don't have the terms for it:P) to hide them ?
I used this for my school projects back in the days and it was perfectly working ( and on the top of that we were using procedural textures so that was making the seams even less obvious)
I've been working on the bumpmap today. Here's an early preview (still lot's to add in the face, haven't touched the upper beak and mouth insides yet. But wanted to show I'm not slacking off. C&C welcome!
http://jelmer.keurigonline.nl/bump_test1.jpg
Nice work as most have said. It feels allot like Steven Chens stuff (meant as a compliment) - very Weta-ish/hyper-real.
Did you UV that by hand or pelt map it? Very little distortion.
As for the bump, I was expecting less of a scaly texture but what do I know. What level of divisions/polys is that at though? Some high freq detail in that.
I'd also take an educated guess at saying he's using pelt/relaxed mapping since you'd have to be insane to map that all by hand
It's looking nice so far Jelmer, although I think some of the wrinkles seem to be heading in weird/unexpected directions. I'm sure you know what you're doing though, keep it up
very nice work, can't wait to see it textured
Thanks for the kind words Super. Steven is an awesome dude, and a very open and helpful person as well. He pushed me a lot both with my concept and modeling. The scaly texture is the first pass to make it look and feel a bit more organic and fleshy. I'll add the avial folds today
Oh I'm creating the bumpmap in Zbrush btw, using the projection master.
I like how you've documented each step and progress, really cool organic process. Hopefully there'll be a new update by morning
*edit* I was thinking displacements. I'm a buffoon. Ignore.
http://student.vfs.com/~3d58jelmer/Chicken/hair_bump_almostthere.jpg
http://www.wetcanvas.com/Community/images/22-Dec-2005/68764-In-a-birds-eye.jpg
*edit* (you need to copy, paste the link for some reason)
Just a minor suggestion. Looking great overall.
EDIT: update below
The other miniscule crit that I meant to bring up before was that the upper beak is possibly coming to too sharp a point perhaps? Looks like it could break very very easily. Just needs some rounding off/bluntening maybe. But yeah, this is looking really good.
now mount a midget to his back ona saddle and release a Quake 4 PPM!
I say you should definitely colour it. After getting this far it deserves the final finishing touch.
I say have a go at color.