sketched out some geom and did a paintover, just to get a better feel for what needs done
hair is probably going to go thru a few iterations.. one other thing thats a pain I keep wanting to resize his head in mudbox, but everytime I do the frigging eyes go out the sockets, and its a real pain to position them again accurately. is there any way to move/scale a group of objects in mud?
Incidentally, that's a great technique kids - use your WIP to concept the idea further. This works well for environments too. It's quick to concept in Photoshop than a 3D package, so one you've got the basics fleshed out, don't be afraid to revisit it for a paintover.
i had my doubts, as you know from my rambling jibber-jabber shitting up your thread rooster, but he's turning out a grade-A specimen of crazy berserkerness. really stoked with what you're doing with the musculature on the high poly sculpt, as well as the head. keep him lean mean and insane, and you'll pull one off even better than last year, which is saying a lot.
gauss your jibber jabber makes me feel special and is welcome anytime . Under different circumstances I would have gone with your crazy energy ball guy idea but I feel strongly about this one, and for this length of time thats almost more important than a perfect concept . Now I need to get a move on!
bit of photoshop:
well I don't really want to post yet due to all the intimidatingly awesome sculpts flying about left right and center, but hey its not in the spirit of the comp to wait till somethings finished before posting eh..
please find enclosed a complete mess of max render, mudbox and concept doodle. Non-final glove design!
really like the treatment given his chest in mudbox; seems almost playfully loose and matches the character perfectly. Too often people overly define everything simply because they can with the new tools. Though, looking again I think the stomach in the update a few pictures up looked better. had more the quality that I'm digging so much.
For the glove... think Hellboy. ridiculously large and not even remotely proportioned like a humans. Remember... alls its got to do is grab shit and crush it.
His metal eyepiece looks a wee bit odd sunken in beneath his brow as much as it is. the brow on that side looks more exaggerated than the 'normal' one, which is probably whats doing it.
This is looking really nice dude! It's coming along great. Everything is starting to take form and I really like the head in your second last post. This is going to be a sweet entry.
cheers sectuars, yeah definately going to push the particle accelerator glove.. hope to make it look pretty dangerous by the end of it..
the thing on his arm is a genetically engineered protruding bone/horn, which on the other side the glove will be attatched to for support. Might have it filed down on the right side. bit of perspective going on there too hes not quite as top-heavy as it looks
yeah I know I'm not one to really talk about busy models but vahls right it worked better when the chest was clear. It gave him that smooth area to rest the eye. Good progress though
better render of im + simple assault gun design (with grapple launcher). I'm really anxious to get to the texturing phaze soon since last time was pretty frustrating. I spent too much on fiddly details that didn't come out in the final render and had to rush the important bit. Some of the parts of this render are actually medium rez geometry with normal maps. I'm thinking of texturing those and baking down everything to the low poly.. will see..
Rick wants to know what keeps his trousers up... the answer is STRAIGHT UP SEXX APPEAL. though it might be nice to have at least some sort of finishing detail at the top of his pants, they do seem to just sort of 'end'.
that said, i'm glad you've pushed through with guy, he's been slowly been creeping into my good favor, much as i creep into your sister's bedroom on a nightly basis. the gun is beef, the boots are beef, the tech-arm is beef; i'm glad you've been able to develop your 'flared' type form language so thoroughly through the boots, pants, glove, arm, face, etc. very impressive stuff, so just keep on truckin'...
blue boy.. thanks? heh they're modelled in max, you can see the unsubdivided version there in the max screengrab. I'm not totally happy with them with the corner pinching there but I don't have time to figure out how to get them just right.
appreciate the encouragement guys I think I'll need it to keep going through the low poly version.. cheers!
edit: I think If I was to try again, I'd render depth map of a flat square pattern and use that as a bump on smoothed trousers and see how that works
thanks man! bump! just to prove I'm still working
I have the low poly at 6600 odd now, but am starting to struggle finding stray polies.. im going to have to bite the bullet and be more brutal. Stupid jutty-out bits!
this image is related to my model honest
hmmm... i think those teapots are for choosing a different colour scheme?
well, i was going to suggest this a bit earlier, but it kept slipping my mind:
the guy looks like somebody who'd have a nasty hairy chest and would carry around a few wineskins (or beer bottles) - but i guess u can't do that cuz ur already over the limit - and i thought this guy could go with some missing teeth, and gold crown, and maybe a beard glistening with all the beer that he's spilt on it?
just my thoughts,
looking good by the way! good luck getting rid of extra polies!
I dunno about the beer but I like the gold tooth . The materials are to create a base for the texture, I'll apply them to the high poly then render it all down
oh damn, never thought of that. model's loking dope, love that glove. And those legs are CRAZY! only thing that bothers me is would he be able to lean forward seems liek the top metal part of the foot wold go right into his shin. other than that, looking great man.
Hey man, this is really coming along. I love the colors and some of the designs give me a real "Robotech" vibe. I can't wait to see this when is it all wrapped up!
frik frigging arse bastard fother mucking RAGH. this better be worth it, my weakling pc is really intent on making me do things the hard way. Why can't the bleeping thing just take longer instead of crashing?? dont answer that.
pheeew I really need to retire the ol box to a home and get a shiny new model, please ignore my rants. there may be more to come..
starting to come together, heres a normals test. it gets a bit rough if you zoom in here and there, got some cleanup ahead
Replies
hair is probably going to go thru a few iterations.. one other thing thats a pain I keep wanting to resize his head in mudbox, but everytime I do the frigging eyes go out the sockets, and its a real pain to position them again accurately. is there any way to move/scale a group of objects in mud?
Incidentally, that's a great technique kids - use your WIP to concept the idea further. This works well for environments too. It's quick to concept in Photoshop than a 3D package, so one you've got the basics fleshed out, don't be afraid to revisit it for a paintover.
great concept to execution... just wow
bit of photoshop:
please find enclosed a complete mess of max render, mudbox and concept doodle. Non-final glove design!
really like the treatment given his chest in mudbox; seems almost playfully loose and matches the character perfectly. Too often people overly define everything simply because they can with the new tools. Though, looking again I think the stomach in the update a few pictures up looked better. had more the quality that I'm digging so much.
For the glove... think Hellboy. ridiculously large and not even remotely proportioned like a humans. Remember... alls its got to do is grab shit and crush it.
His metal eyepiece looks a wee bit odd sunken in beneath his brow as much as it is. the brow on that side looks more exaggerated than the 'normal' one, which is probably whats doing it.
-caseyjones
the thing on his arm is a genetically engineered protruding bone/horn, which on the other side the glove will be attatched to for support. Might have it filed down on the right side. bit of perspective going on there too hes not quite as top-heavy as it looks
How are those trousers staying up? Velcro?
everything looks better in shiny:
that said, i'm glad you've pushed through with guy, he's been slowly been creeping into my good favor, much as i creep into your sister's bedroom on a nightly basis. the gun is beef, the boots are beef, the tech-arm is beef; i'm glad you've been able to develop your 'flared' type form language so thoroughly through the boots, pants, glove, arm, face, etc. very impressive stuff, so just keep on truckin'...
blud
not sure im a big fan of that beard tho, or mayb the style of it. more lovin on it might bring it a bit more to life
-caseyjones
Alex
Really curious how you went about this.
Dunno why but I think it sounds approprate
"Your my boy blue!"
appreciate the encouragement guys I think I'll need it to keep going through the low poly version.. cheers!
edit: I think If I was to try again, I'd render depth map of a flat square pattern and use that as a bump on smoothed trousers and see how that works
That just sounds really difficult to do.Im surprised they came out so uniform even doing it that way.
Also the "Your my boy blue" Is from the movie old school with will farill
I have the low poly at 6600 odd now, but am starting to struggle finding stray polies.. im going to have to bite the bullet and be more brutal. Stupid jutty-out bits!
this image is related to my model honest
Some of those materials are pretty cool dude.
-caseyjones
well, i was going to suggest this a bit earlier, but it kept slipping my mind:
the guy looks like somebody who'd have a nasty hairy chest and would carry around a few wineskins (or beer bottles) - but i guess u can't do that cuz ur already over the limit - and i thought this guy could go with some missing teeth, and gold crown, and maybe a beard glistening with all the beer that he's spilt on it?
just my thoughts,
looking good by the way! good luck getting rid of extra polies!
OLD SCHOOL!
starting to come together, heres a normals test. it gets a bit rough if you zoom in here and there, got some cleanup ahead
oh well
Im surprised how detailed the feet came out, I really thought those would have given you a problem
whats your tri count at?
I can't remember off my head, about 5950 or so, I've got a couple details to add still
He could work as a kick ass fighter, sniper, pilot - pretty much half the shadow list. Tight enough to fit the brief, stylish enough to look cool:
"Does your character look cool? Does your character look like he/she/it can easily destroy any form of opposition?"
Yes! Yes!
He is looking great though.