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Polycount - Generals - AnimeboyZ

polycounter lvl 17
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animeboyz polycounter lvl 17
TO ARMS!!! Little Late in the game, but have doing a lot of my work behind the scenes.

Continuation of:
http://boards.polycount.net/showflat.php?Cat=0&Number=95650&an=0&page=1#95650

Since the contest started, been a bit bogged down with schoolwork :-( But in spare time I've been working up on Beefing up and Making a general out of this guy. Scrapped the Monk, added some awesome armour, teched him him up and beefed him up.


Streamlined Head

Head.jpg

Sketches on the Armour and The Proportions

Bodys.jpg

And some DOPE swords for him to Slash and Decimate some CG goody goodies

Weapons.jpg

For Asymmetry, he's going to hold a smaller sword in his "Robo" Hand, and the Larger Sword in his normal hand.
I'm going to pick two of these swords.

Critique and Make my cry again. You guys gave me some really REALLY good input.

EDIT: I also hav e afew questions about how I shoudl go about modeling this.

I'm trying to use ZBrush,and I don't know if I shuold model the entire thing as one LowPoly mesh, import it, and try to do the mechanical parts?

Or should I model out the more organic parts, like the torso and pants first, Touch them up in ZBrush.

Then Model all the Mechanical Parts in Maya

Then Import averythig and combine all the High Poly Components.

Create a Low Poly Mesh BASED on the complete combined High mesh, and do a surface trsansfer to get the normal maps?

LOL... sorry, that was a long question ..

Replies

  • animeboyz
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    animeboyz polycounter lvl 17
    Zbrushin.jpg

    Been getting the organic portions modeled in ZBrush. Figured out how to transfer surface detail in Maya this week! Whoohoo.
  • animeboyz
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    animeboyz polycounter lvl 17
    Zbrushin1.jpg

    Zbrushin2.jpg

    Zbrushin3.jpg

    First time adding detail in ZBrush. It's a LOT of fun, and I enjoy the freedon so much more than tweaking and moving vertices in Maya.

    Edit: Does anyone have any advice on how to tighten up the drapery on the pants? It looks a little to "Lumpy"

    Also, please disredard the Right Arm (His Right) it is going to be removed, and replaced with a robotic arm.
  • animeboyz
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    animeboyz polycounter lvl 17
    Compare.jpg
    WireCompare.jpg


    The one on the Left is the High Poly Mesh(Model), the one on the left is a LOW Poly Model with a Normal Map applied to it.

    Model on the Left has 357120 Tris

    Model on the Right is only 1378 Tris
  • Daz
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    Daz polycounter lvl 18
    Cool. There's a strange muscular lump where shoulder and bicep meet that doesn't look quite right, and the hands could use some re-shaping. Other than that not bad at all. As for your earlier question, the pinch tool helps to obtain sharper edges. I take it you're gonna build the mechanical and armour stuff in maya?
  • animeboyz
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    animeboyz polycounter lvl 17
    Yeah, I'm a little worried though, I've never really done high poly mechanical stuff. :-(

    Should I Model my mechanical stuff in maya and Bring it into ZBrush for some added Rivets,Bolts, Weather effects? Just to accent my armour? VERY new to ZBrush, and NextGen Game Modeling.

    The lump your talking about, is it on the front of the model or the back of the model? Because there's 2 I was alittle uncertain about

    Pretty sure I know what you're talking about though!

    (Thank you so much for the C+C I've been dying for some. Perhaps I should participate more on other threads before I expect to recieve any, need to quit lurker and get to participating.)
  • Daz
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    Daz polycounter lvl 18
    Quick paint of just the left of him to explain the lump in question:

    ab.jpg

    You can find some decent musculature ref here:

    http://www.fotosearch.com/photos-images/male-torso.html

    You should be able to model the mechanical stuff in maya without too much trouble using subdivision ( polygon smooth ). I'll show you the topology and a version of it with one level subd of a breastplate I made here.
    ( although note that I didnt really need to 'stitch' the rivet in at the top there. I could have just left it hovering on top )
    Note that a row of edges close together defines a bevel.
    Just bring in your exported zbrush model and model around that.
  • animeboyz
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    animeboyz polycounter lvl 17
    Thanks for all the help man.
    I especially appreciate the paint over. Definantly Cleared up what you were saying to me. Yeah, I now realize what the hands could be like.

    I'll get on that.
  • animeboyz
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    animeboyz polycounter lvl 17
    ArmourStuff.jpg

    Need to make the sword ... then I need to export the armour ...

    Normal Map the Armour in Zbrush

    Re Import it in Maya ... combined the high poly geomety ..

    Normal map the organic AND the armour together so they look like they fit ..

    and then Modify my low poly mesh ... surface transfer ... and texture ... I'm probably not going to finish by the deadline .. but HEY! I got a lot of teriffic input! Learned ZBrush (a bit of it anyway) and Got off my hump and did something.

    Either way i'm happy. But I'm going to try REALLY hard to finish SOMEthing in time.
  • animeboyz
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    animeboyz polycounter lvl 17
    thinking about fixking the feet ... after looking at them for awhile ... meh .. not too happy.
  • animeboyz
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    animeboyz polycounter lvl 17
    HOLY BAWLS! I just read about the extention!!!YEEEEEHHHAAAA!!!!
  • Neo_God
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    Neo_God polycounter lvl 18
    Any chance for a close up on his face?
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