I started modeling one of the concepts ninjas posted up (with his permision) It's still super rough, only about 7 hours in...next up is some zbrush lovin..hopefully early this week...then its normal map time
That's coming along pretty well. I think it would look better if his thieghs were bigger, his legs longer and his neck a bit shorter. The detail level is nice though.
Looks fairly faithful to Ninjas' (excellent) concept so far.
Unless you're just blocking them out, I think you need to add sime wrinkles/muscular detail to the arms for highpolu (respetively, of course.) And scale up the knee armor, which was a lot more prominent in the drawing.
Warby - tons of people just hear normal map and bloom and dont fully understand how cool it is that we have these new tools and why it may seem overused at this early stage of per pixel. The reason I called this thread next gen is because this WIP is just the begining of what is gonna be about a 1 month process of me modeling this high res character....seperating the parts....importing the seperate pieces into zbrush...poly reducing the mesh to bring into max...building a new low poly UV'ed part...extracting the normals from the high and stitching back the new low poly mesh...this is just the begining stages of a loooong process. The final ingame model will be a seperate mesh all together..with its own UV's and per pixel goodness
While spec maps and bloom do exist in current gen...its still calculated at the vertex level...shading with per pixel with the hotness that is shader model 3 is just so freakin sweet that I get excited just thinking of the possibilities.
basically the details will come when I get it into zbrush..people seem to rush their models and dont get form down before they get into zbrush.
threw the arm into zbrush...man zbrush has to be the coolest thing ever dont know how I ever lived without it. Getting down basic muscle groups...at subd level 6 right now...cranking in at 96,000 poly's
Overall its good, but you're really not capturing the feel or proportions of the concept. Nailing them before moving on to hi-poly will help tremendously.
that wrist looks pretty beefy. I'd give them a little more shape.
Also, those shoulder-dealies are a big part of the focus of the character, and you seem to have just done a tapered cylinder with a hemisphere on the end. In the concept they contour to his shoulders, and hint at a much more interesting shape than just a 'torpedo'. Try to really make it feel like part of his musculature rather than just sitting on top of him. His one sleeved arm in the concept looks to have an opening at his armpit, rather than pinching in like a sweater-sleeve.
Any chance of seeing side and back shots of the model?
Hello, I really love this, I am almost 15 years old and working a summer job for my uncle to gain enough money to buy a computer with dual 7950 GTX's; which will be a quad sli computer. At the moment I have a 32mb video card.. so it will be a big jump. I am averaging about $14 per hour and around or over $1000 per week. After reading an inspiring story on these forums of a 14 year old teenager who has grown up now getting a job at ncsoft and ecouraging us all to work for our dreams I have decided to start doing 3d modeling and art after all these years of wanting too. I really like your ninja. I was wondering; I am new to this and was wondering... it is a very stupid question... but you used maya 3d to make this ninja correct? To model it. I am downloading it at the moment. I have decided to make a ninja related to a naruto sketch I will look for as my first model.
Ok; it says this old garbage computer doesn't support hardware rendering or pixel shading... Lol.... So I guess i'll have to wait for the new computer i'm going to build; i'll just stick here and try to pick up some tricks while I wait.
Replies
Unless you're just blocking them out, I think you need to add sime wrinkles/muscular detail to the arms for highpolu (respetively, of course.) And scale up the knee armor, which was a lot more prominent in the drawing.
SupRore - Ill try to fix that kneepad...and yeah these shapes are just blocked out....tryin to get some polys to push for when I get it into z-brush
PeterK - shoulder gear is alot older than '03. I thought you were gonna bust out some old 80's cartoon...like Centurions or something.
Now thats classic
3dflasher: I like how this is going so far, but Digisaur is entirely right about the hips - your guy's waist is faaaaar too narrow at the moment.
Keep it up
but than again i dont see anythign next gen in nextgen games either
its all bloom/normal-maps and specular nothign else and thats totaly "cur-gen"
Warby - tons of people just hear normal map and bloom and dont fully understand how cool it is that we have these new tools and why it may seem overused at this early stage of per pixel. The reason I called this thread next gen is because this WIP is just the begining of what is gonna be about a 1 month process of me modeling this high res character....seperating the parts....importing the seperate pieces into zbrush...poly reducing the mesh to bring into max...building a new low poly UV'ed part...extracting the normals from the high and stitching back the new low poly mesh...this is just the begining stages of a loooong process. The final ingame model will be a seperate mesh all together..with its own UV's and per pixel goodness
While spec maps and bloom do exist in current gen...its still calculated at the vertex level...shading with per pixel with the hotness that is shader model 3 is just so freakin sweet that I get excited just thinking of the possibilities.
basically the details will come when I get it into zbrush..people seem to rush their models and dont get form down before they get into zbrush.
--updated screenshot--
, to show what I mean. Everything's way too bulky right now. Keep it up.
that wrist looks pretty beefy. I'd give them a little more shape.
Also, those shoulder-dealies are a big part of the focus of the character, and you seem to have just done a tapered cylinder with a hemisphere on the end. In the concept they contour to his shoulders, and hint at a much more interesting shape than just a 'torpedo'. Try to really make it feel like part of his musculature rather than just sitting on top of him. His one sleeved arm in the concept looks to have an opening at his armpit, rather than pinching in like a sweater-sleeve.
Any chance of seeing side and back shots of the model?
I think some of the ZBrush stuff looks a bit chunky. I think the torso is the best, but I think the abs has a little too much to be under a suit.
Good work! I'm looking forward to seeing how this comes out.
Good luck starting with 3d. Maybe try and start with Blender or another free program until you get some experience. http://www.blender.org/cms/Home.2.0.html