Hi there. I figured I'd start a thread of a WIP of my current personal project, a kinda-cartoony version of the Big Lebowski. I'm hoping I can get feedback here if and when I run into problems with my stuff...
I want to make some low poly models of the Dude, Walter, Donnie, the Stranger, and maybe a Nihilist if I can get to them. I'm shooting for about 2000 polys each, no normal maps or anything super special like that... hi-poly ZBrush models can come later.
The Dude is first, because I already cartoonized him for a 2D class at the Academy of Art. Here are my 2D images:
*I realized after I scanned the rough turnarounds that I scanned them as line art, which messed up their viewing quality. Believe me, the originals are all there and a lot more readable...
This is coinciding with my environments class, where I plan on making a bowling alley in the same style.
Alright, I'm off to model the Dude! Wish me luck!
David M
EDIT-- K, so the images aren't posting-- any advice?
Replies
As for the image tags, remove everything after the .jpg from your post.
Eg http://i19.photobucket.com/albums/b153/DavidMann2097/the_Dude_Ruffs.jpg?t=1189817198
becomes
http://i19.photobucket.com/albums/b153/DavidMann2097/the_Dude_Ruffs.jpg
Then the tags will work.
Thanks for the help, Mijit!
Where´s the money, Lebowski?!
Rockin' concepts so far
I started this thread and the model around 6pm... two hours ain't so bad, I guess...
I'll finish the model up in the next couple hours, save the quaded version for a possible run in ZBrush, then optimize this one in case I'm over budget. I also plan on drawing out Walter today & texturing Dude tomorrow, if all goes as planned... I still need to make room for homework, as well...
Crits and suggestions are welcome, I'd really love to get some feedback as I work!
Taking a little longer than I planned, but hey, it's Saturday!
Anyway--
Detailing him now, he's at 2380 tris and I still have the head to flesh out. First is a quads model to muck with in ZBrush later, then it's optimizing time for the original goal of 2k tris. Should be done sometime tonight, although I remembered that we're going out to dinner tonight. Goody. That gives me 3 hours.
Ape-- you're right, Jeff Bridges probably is a bit heftier, but as a cartoon, I figure this was a good exaggeration. I kept the gut though, since Caucasians don't really help the figure....
Once again, any crits or more suggestions are greatly appreciated!
I am really having a hard time figuring whether I am on the right track, while using the Gnomon Game Head DVD. The problem is, if I follow his tut too closely I'm afraid the head will have WAY too much geometry, but I have yet to find a good image of a 2k tri wireframe that I could use for reference.
Here's a pic:
So, about how many tri's should I have in a completed head, on average, with an open mouth (for speech)?
And, what do you think of it so far?
I need to add a beard and long hair, but the hair will be one mass attached to the head, and I think the beard can be pulled from a low-poly cylinder or cube then attached to the chin.
Crits & comments NEEDED/welcome/appreciated
Thanks,
David M
Hair comes tomorrow after class. Or during class, maybe.... Time for bed now though.
Once again, crits/comments welcome!
David M
Dude's almost done modeling, I'm still trying to find polys to delete. He's at just under 2700, shooting for 2500.
I'll post a pic after I've reduced him a little more.
Thanks for looking.
On to UV mapping and texture layout-- I'm thinking a simple style in the vein of Team Fortress 2 (Minus all the extra shaders-- but a simple, colorful palette that would be in line with the simple art style.
C&C welcome, as always!
David M
EDIT-- you may have noticed, I keep changing the title of the thread a little bit-- I feel a little lonely in here... Just trying to grab people's attention...
You want the bind pose to feel a tad more dynamic.
And the texture flat:
I'm going to start on his clothes soon, once I get little details like teeth and fingernails finished.
Also, I got Walter's head... umm... fleshed out... just needs some tweaking, but I'm not really sure where:
Sobchek's beard & 'stache will be in the textures, since this is also a 2500tri model. I still need to model his sunglasses, and the body-- those will be done by Wednesday night.
Any suggestions/tips/critiques?
Thanks in advance.
Maybe put a bit more contrast in the hair.
I'm gonna model 2 lanes, the score table, and seats behind it, then group them all with this and duplicate across the bowling alley.
Everything is low poly, I'm planning on 50k polys for the whole scene including the 3 characters and bar.
I was wondering, though-- I'm going for PS2 specs, and I'm not sure if the PS2 can handle specular? ie, should I create a specular map or paint the shininess/reflections into the diffuse? The ball return is a really shiny molded plastic, with a brushed-metal rail/roundabout-thing. Like this:
So I'd rather be able to see the reflections move with the camera, instead of painting them into the textures-- is that possible with PS2 specs?
Looks great!
Maybe put a bit more contrast in the hair.
[/ QUOTE ]
Thanks! Do you mean more contrast like add more dark hair to the shaded areas, or lighter hairs in the highlights? Because looking at it, I can see how the shadows don't look shaded enough...
I appreciate the feedback!
Everyone keep 'em coming!
I wouldn't stress the spec maps, but if you have time, its nice practice to throw them on. I thought you were going for more of a whimsical flat shaded look?
Once I realized that the actual color maps were THAT simple and all the coolness factor comes basically from the 7 or 8 shaders they render in the game , I figured I should throw in a bit more detail than that...
Frog4u-- thanks, man! I always freak when I'm working on my stuff-- I never feel it's done or worthy of sharing, so I keep it to myself and constantly tweak, always afraid of harsh criticism. Luckily I haven't received any flak on here, which is kick-ass!
he just stares blankly into the void of nothingness.
you need to put more work into them.
it seems like you mixed 2 styles, a semi-realistic and cartoony style.
Looks cool though.
As always, C&C more than welcome!
Thanks!
The Big Lebowski is one of the best movies ever! Love your Walter model, it looks just like John Goodman.
This was done on the PSP, btw, and the shadow polys used vertex alpha, too, and weren't really black squares like they are in the top pic. The PS2 could easily handle higher poly counts and environment maps on things like the ball returns if you want to fake a bit of reflectivity.
Labrat-- thanks for the advice (and the ref images!) It's a great help in visualizing my final environment!
I've UV'd Walter and started drawing some sketches of Donny-- I'll show them a little later today, maybe tomorrow, if I have time. Right now I'm doing the homework for the alley, since there's a ton of stuff for it due Monday. I need to get back to finishing the Dude's texture so I can start on Walter's texture and start modeling Donny, but I have a lot of other work on my plate right now...
I feel kind of lost at this point-- never really messed with environment stuff, so I'm not sure if this is "industry standard" or not. Any tips, critiques, comments?
-- you might notice wires peeking through on the last image-- that's Maya's clipping plane, it always gets screwy when the geometry is so much bigger than the grid...
My main concern is building in the details of the environment overall-- how much should be extruded/added to one solid piece? How much is actually free-floating geometry?
According to the class assignment, I need to define the LODs according to the cameras' viewpoints-- determine what'll be furthest away, what needs more resolution for textures, etc. My concern is tiling textures-- how do I go about tiling a set of textures across one quad? I heard I can adjust the UV space for that particular poly, but doesn't that just make the single texture map repeat? Or will I be layering shaders to tile the textures across one poly...? Why is the sky blue? Am I making any sense?
*catches breath*
Anyway, here are some props for the lanes-- score table, benches, ball return, and the lanes themselves. I laid out all their UVs onto one map, I figure a 512x512 should be good to fit all of them, since a certain lack of detail would lend to the kind-of cartoony style I'm looking for...
Once again, C&C is more than welcome!
Thanks guys!
I wanted to post my concept of Donny:
I think I got the lankiness and scrawny look of Donny, but something's up with the face that I can't quite place... Any suggestions?
Today I'm all about finishing the Dude's texture-- I've put it off long enough (that and other classes got in the way). EA is coming to my school in a few weeks so I want to get these guys ready for that-- that's 3 weeks to texture Walter, model and texture Donny, and throw 'em all in a reel. The environment is arbitrary at this point, it's more for a class than this project, although once I'm done with it I have plans for them all .
I'll post pics of the Dude in a while-- I want to finish his jellies then look for some crits on here.
Later, all.
And those props when you get to it you should soften edges on the legs and so forth...there's no reason cartoony objects should be blocky.
And I'll definitely be softening a lot of the edges-- I just wanted them in there for class-- nothing's really final yet .
So I got the jellies close to done, and I'm working on the plaid. After those two are cleared up, I figure a quick "messy" pass of stains and all-around lazy-dudeness and the Duderino will be finished!
Any suggestions, comments, or critiques are welcome, as always!
You already painted some in but it will bring it out a little bit more since it's still a little hard to see it from that distance plus lazy looking people tend to have greasy hair.
And make the soles darker than the tops...
Darkened the shadows on the shins, added a little more shininess to the hair, finished the plaid, added shadows to the jellies as well as darkened the shoes a bit (darkened the soles too, Dabu), but I wanted to keep their clear-blue plastic look.
Now I'm starting on Walter's texture, but I want to come back to the Dude and maybe rework the folds in his sleeves, as well as touch some other bits up once I get a better hang of BodyPaint. And now that I look at the Dude, I notice there's nothing really keeping his shorts up Guess I should add some elastic to the waistband...
As always, Comments and Critiques are more than welcome!
and the head texture:
Here's the full body:
Just started fixing the shadows and blocking in the colors.
I noticed a slight issue with the color in his ear-- the shadow kind of encroaches on the hilights at the top of the ea-- I'll fix it in a bit...
Still got his glasses, as well as folds and details on the clothes.
Also touched up the Dude's legs-- I can't really do fine leg hair since A) the Dude's leg hair is almost non-existent or blonde, and the texture is so low rez that I can't really draw fine hairs. So I started hilighting and defining muscle shapes like you guys suggested (and thanks for the feedback). I'll edit this post with the pics in a bit, but for now I need to get away from the monitor for a while...
Any crits are welcomed as always.
Other than that, I like the models, and Donny's concept is really cool!
Both models have ambient occlusion maps, maybe the Dude's is just too light right now-- I think I dropped the opacity on it a little too much. Walter's is probably just too blurred, I'll mess with them and see what I can come up with. I think I'm gonna rearrange Walter's UV map too, because the pockets' occlusions just aren't turning out quite right (they're separate objects attached to the main body).
Thanks for the comments!
working out details, reworked the UVs in some places, etc etc. Goofed around a little too much today, but I'm kinda sick and having a hard time concentrating... meh.
Let me know what you guys think of the creases/folds on his back-- I'm not too partial to them honestly, but I'd like some other opinions/ideas if you could help.
So I think I'm pretty much done with Walter, I just need to take him into Bodypaint and fix some texture seams on his arms and legs. I wish I could figure out what I'm doing to the ambient occlusion maps that by the time the model has color and shadow, there's always a glaring seam down the inside thigh or forearm... Oh well, I can fix in BP.
And Here's the body:
The main maps are @ 256x256, the glasses are 64x64. I'm going to reduce the textures to 128^2 after I've cleaned up the few little things I have left-- but I'm going to work on Donny now so I don't get bogged down in the details. I only have a week to finish the models/textures/basic rigs for poses so I can throw them into a reel and get a job next week when a couple companies come to my school. Wish me luck...
As always, C&C welcome!
Donny!! (WIP)
Yeah-- Work In Progress, although not for long, trying to complete these guys by Monday morning.
C&C always welcome