Haha, yeah MoP! I was thinking the same thing, what in the hell are you doing on this piece:P hehe, jk, jk. This is definetely an awesome piece, and I can't wait till Tully gets the armor on this character, as it will get even stronger.
Thanks for all the nice feedback guys, makes us feel warm and fuzzy inside
I messed around a bit tonight with the Skin Morph modifier (never used that before!), pretty cool though, I've set it up now so that if you rotate the jawbone, his lips and cheek curl back and forward.
Haha, Indian boy hit the nail on the head. This guy is looking so awesome. You two are doing a fantastic job. Can't wait to see more.
The morph thing looks great as well. Would be interesting if you could get some more muscle movement in the neck as well when it happens. Though I'm guessing you were just testing things out so that's not entirely important for this guy.
looks really sharp, hope you can get some time to complete this to your satisfaction. At least we'll get to see how fast people can work with just a week left
Mop, you have to do a tutorial on a few things that you guys are doing after this competition, as I would love to learn some of how you are rendering, and that soft face animation that you did is just to cool not to share. Great job guy's, keep up the great work.
i dont think he used morph targets. he used skin morphs, which is basically a modifier that you can use to correct weighting issues or automate limits and such. so it looks like, when the jaw bone goes down, there is a skin morph there to allow the verts of the upper lift to rise up.
great work as always guys... will there be rigging done to the spines on his head? would be cool if they sort of opened and closed depending on it's mood.
[ QUOTE ]
will there be rigging done to the spines on his head? would be cool if they sort of opened and closed depending on it's mood.
[/ QUOTE ]
Yep, that's been our plan from the start... basically he has "stealth mode" and "attack mode" ... when stealthy his spines and fins are all flattened against his back, and his teeth are hidden, then when he gets angry, the spines and frills all come up and he bares his teeth and goes crazy
Thanks for all the responses guys, makes me want to work even faster!
That looks just amazing. I can't say much else than that. The only thing I don't understand is the necklace. is doesnt seem to connect in the back. Uhh..off topic question, I figure asking it here has a high likelyhood of getting an answer. With the texture maps, the limit is 2024 right? does that mean each one [diffuse/normal/specular] can be 2024x2024, or all the ones you use have to fit in one 2024x2024 sheet? Sorry, I'm confused.
The necklace connects to rings attached to his neck.
With regard to texture maps, the limit is 2048x2048 for each map (diffuse/normal/specular) for the creature, and an extra set of 1024x1024 maps (again each map type can be this size) for the armour/weapon/accessories.
Don't use 2024x2024, it's not a correct size
Weapons and Gear:
- 1000 tris max.
- 1 x 1024 Color, Reflection Map, Specular, Specular Color Map, Normal Map, Bump Map, Opacity(transparency) Map, Glow map, and finally, Glossiness map. Feel free to break this 1024 sheet into smaller sheets that add up to 1024 total. (example: 4x512 = 1024)
That would mean your armor can only be 1,000 tris.
I think "Gear" refers to your weapon, not the armor/costume of the Shadow.
Is that what you were saying Mop?
B
What it came down to is that anything that is detachable from the character must be within the 1000 tris.
In otherwords anything that would be swapped out during a theoretical game must be within the 1000 triangles. If that game is UT2k4 or its ilk, then the weapon must be within 1000 tris, if its ratchet and clank then armor and weapon must be within 1000 triangles, But ratchet and clank as his backpack would take up the 6000 triangles.
This is a 2mb animated GIF, but I figure people coming to this thread are expecting large images anyway... saw Struve and paultosca doing these and just had to get in on it too
Just a bit more to do on the highpoly... lowpoly should be finished very quickly after that.
edit: i still think the legs dont live up to the mass of the upper body. the calfs could be a bit more excaggerated and sporty (but i tell you that like every day )
it looks real cool, but (i think im saying this a bit too late) it seems too symetrical. it might be just me, but there are too few things that are different on either side. if u can work in some more difference between the two sides, (maybe modify the front face of the armour on one side?) it would look all the better.
oh, and Sa74n is right about the legs. They look really weird, particularly from the side, and could do with some bulkying up.
Askhat: Actually the beauty renders were in progress while I was asleep last night... unless I can somehow work on modelling when sleeping in bed, I don't think it's much time lost!
indian_boy: Yes, it's currently very symmetrical, partly due to not having created the wrist pads and weapon yet, and partly due to technical and time constraints... I would have made more stuff asymmetrical but it's faster and easier to make it symmetrical right now.
Also, the legs may be misleading because we were planning on having him walk more like a gorilla rather than stand in the pose he currently is. He uses his arms nearly as much as his legs for moving around. This will become clearer when the lowpoly rig is set up in the final pose... and if it still looks odd then we can easily scale up parts of the legs in the lowpoly.
[ QUOTE ]
Also, the legs may be misleading because we were planning on having him walk more like a gorilla rather than stand in the pose he currently is.
[/ QUOTE ]
We were?
Thanks for the votes of confidence, folks Funny.. his legs weren't looking so stumpy before the armour went on. Lil' bit o' tweaking be necessary, perhaps.
Replies
he is very cool you have to finish him in time!
Spark
I messed around a bit tonight with the Skin Morph modifier (never used that before!), pretty cool though, I've set it up now so that if you rotate the jawbone, his lips and cheek curl back and forward.
Rawr!
the whole thing is looking awesome, and the Skin morph thing is looking pretty awesome... i might try messing around with that modifier myself
The morph thing looks great as well. Would be interesting if you could get some more muscle movement in the neck as well when it happens. Though I'm guessing you were just testing things out so that's not entirely important for this guy.
But very nice work
yous gonna win
Not to look too far ahead, but are you guys planning on lighting it similar to how you have it in that first concept?
I made a bit of progress with the highpoly armour, and I wanted to bump the thread up
Lowpoly armour and weapons to finish still, and then texture and rig and base... gah!
Spark
btw spark 3sec-inet-search
morphtargets
thx animatr
so and know you have to post a tut
Anyway, more or less, it's awesome.
Alex
top work, top top work.
will there be rigging done to the spines on his head? would be cool if they sort of opened and closed depending on it's mood.
[/ QUOTE ]
Yep, that's been our plan from the start... basically he has "stealth mode" and "attack mode" ... when stealthy his spines and fins are all flattened against his back, and his teeth are hidden, then when he gets angry, the spines and frills all come up and he bares his teeth and goes crazy
Thanks for all the responses guys, makes me want to work even faster!
With regard to texture maps, the limit is 2048x2048 for each map (diffuse/normal/specular) for the creature, and an extra set of 1024x1024 maps (again each map type can be this size) for the armour/weapon/accessories.
Don't use 2024x2024, it's not a correct size
- 1000 tris max.
- 1 x 1024 Color, Reflection Map, Specular, Specular Color Map, Normal Map, Bump Map, Opacity(transparency) Map, Glow map, and finally, Glossiness map. Feel free to break this 1024 sheet into smaller sheets that add up to 1024 total. (example: 4x512 = 1024)
That would mean your armor can only be 1,000 tris.
I think "Gear" refers to your weapon, not the armor/costume of the Shadow.
Is that what you were saying Mop?
B
In otherwords anything that would be swapped out during a theoretical game must be within the 1000 triangles. If that game is UT2k4 or its ilk, then the weapon must be within 1000 tris, if its ratchet and clank then armor and weapon must be within 1000 triangles, But ratchet and clank as his backpack would take up the 6000 triangles.
This is a 2mb animated GIF, but I figure people coming to this thread are expecting large images anyway... saw Struve and paultosca doing these and just had to get in on it too
Just a bit more to do on the highpoly... lowpoly should be finished very quickly after that.
Cheers!
edit: i still think the legs dont live up to the mass of the upper body. the calfs could be a bit more excaggerated and sporty (but i tell you that like every day
oh, and Sa74n is right about the legs. They look really weird, particularly from the side, and could do with some bulkying up.
indian_boy: Yes, it's currently very symmetrical, partly due to not having created the wrist pads and weapon yet, and partly due to technical and time constraints... I would have made more stuff asymmetrical but it's faster and easier to make it symmetrical right now.
Also, the legs may be misleading because we were planning on having him walk more like a gorilla rather than stand in the pose he currently is. He uses his arms nearly as much as his legs for moving around. This will become clearer when the lowpoly rig is set up in the final pose... and if it still looks odd then we can easily scale up parts of the legs in the lowpoly.
Cheers!
Still, I like!
ben
Also, the legs may be misleading because we were planning on having him walk more like a gorilla rather than stand in the pose he currently is.
[/ QUOTE ]
We were?
Thanks for the votes of confidence, folks
Textures still need a fairly big pass too, especially the speculars.
*crunch*