Someone asked a while back, but is this as sculpt now? What programs are you using. I really like the hard surface detail you have, and I am currently trying to work out a work flow for myself, so I would be interested to know.
It looks really good so far, can't wait to see more.
BradMyers82: it's all polygons so far, no sculpting yet. I couldn't get the smooth results I wanted in mudbox and zbrush. I might take it into mudbox to add some irregularity and then do any tiny details with crazybump.
its looking awesome, i like the little sun theme, maybe try to work it into the grieves, but maybe itd be over kill just a little food for thought. kick ass work.
man, it's been a while. too much smash bros not enough modeling. Got the chest and back piece done. hopefully get the shoulder straps and leg protectors done tomorrow.
sub_roland: Thanks, I thought about adding more stuff onto the legs but they're not really a focus point.
low poly time! 8140 tris so far with closed mouth. 8600 - 8700 with articulated mouth and eyes. I kinda want to be able to open his mouth so I can give him a bogus panda expression. Anything left over will be used for alpha plane hair tufts.
Slum, Asmuel : I was thinking of doing some sort of bamboo sake bottle or somthing.
Spark : Thanks dude, this is deffinitly getting finished, you better finish yours too!
There's been a ton of super intense hipoly work for DW but this is my favourite, its cute and its clean and I'm
a big fan of repetition of forms, excellent work.
Thanks for the comments guys! Worked on the feathers, I think I got some good results with arranging cards on the uv map, will add some alpha and color details in the texture later, also got some nice results with shave so I'll be trying that out next for the fur usign the same technique:
Rick_Stirling, rollin: all the little swirls are floaters, arranged on a flat surface and then wrapped arround the body with skin wrap.
This is stellar work, it came out so neat and clean. I'm not feeling the wings though, they don't blend very well with the character imo, that's just personal opinion though. They do add to the outline of the character which is cool.
Amazing work. Mega bonus points for vertex modeling that stuff. And I know it's not just for the sake of doing it - it's really paid off because all of those important details look very clean , which goes with the patterns you've chosen.
man i cant believe i only see this now!!!
its wicked i love it!!! great detail on the armer!! and cool funny design
lol dont play so much smash bros!! its almost time >0<
well no not removing the wings, but rather how they'll be attached to the body to make it look more unified and part of the body. And maybe playing with the scale of them to support that fat pandabear bod =D
Again this is a matter of personal opinion and like i said, it looks killer either way
Yeah, I have to say again awsome job with the armor detail.
It would be really cool if you could write a brief tutorial of how you did the poly modeling for the armor once this competition is threw. I still can't quite imagine how you are getting such control with your subdivisions here.
opps, you already did ha ha. I missed the comment with the image above. I get it now... Thanks! (I never thought of using floaters that way I will have to give it a try)
max's built in fur and hair gave me some nice textures, they still need some variation and tweeking and I'll have to brek it up into a few hair objects for higher res on the face but this is a good start.
BlackB: I gotta have my smash bros!
Space animals FTW!
stoofoo: I took the proxy model for the armor, duplicated and flattened it out best I could, then used the original as a morph target for the flat one. Then I did all the modeling flat as it's a lot easier to work with, skin wrapped it to the flat version of the proxy armor and morphed it back to the original shape. easy!
great work michael. yeah definitely paint some strands into the fur to make it look more natural. it could also use a couple of planes with transparent textures to give the fur some more volume around the silhouette.
I really like the update with the hair, as others said I think just adding some depth to the hair via normals will do the trick.
Also, thanks again for explaining your work flow with the armor, it works like a charm. I posted my results of an hours worth of trying this workflow out and gave you props in my DWIII thread.
Replies
It looks really good so far, can't wait to see more.
sub_roland: Thanks, I thought about adding more stuff onto the legs but they're not really a focus point.
ohhh, hotsauce. that armor is looking snazzy. I think he needs a cigar in his mouth for maximum win.
[/ QUOTE ]
You mean a bamboo shoot
Spark
Slum, Asmuel : I was thinking of doing some sort of bamboo sake bottle or somthing.
Spark : Thanks dude, this is deffinitly getting finished, you better finish yours too!
- BoBo
only the shoulder-straps have some little deformations
Masking and lazybrush are my two favourite Zbrush features.
a big fan of repetition of forms, excellent work.
Rick_Stirling, rollin: all the little swirls are floaters, arranged on a flat surface and then wrapped arround the body with skin wrap.
A minor crit, the hand looks a bit flat.
Hehe, floaters.
Really awesome work on the armor! Skin wrap? *Smacks forehead* I completely forgot about that! I'll definitely be using it.
I'm itching to see what you do with the fur.
Keep rocking.
its wicked i love it!!! great detail on the armer!! and cool funny design
lol dont play so much smash bros!! its almost time >0<
Nice technique with the skinwrap, gotta try that out.
well no not removing the wings, but rather how they'll be attached to the body to make it look more unified and part of the body. And maybe playing with the scale of them to support that fat pandabear bod =D
Again this is a matter of personal opinion and like i said, it looks killer either way
It would be really cool if you could write a brief tutorial of how you did the poly modeling for the armor once this competition is threw. I still can't quite imagine how you are getting such control with your subdivisions here.
opps, you already did ha ha. I missed the comment with the image above. I get it now... Thanks! (I never thought of using floaters that way I will have to give it a try)
BlackB: I gotta have my smash bros!
Space animals FTW!
stoofoo: I took the proxy model for the armor, duplicated and flattened it out best I could, then used the original as a morph target for the flat one. Then I did all the modeling flat as it's a lot easier to work with, skin wrapped it to the flat version of the proxy armor and morphed it back to the original shape. easy!
very promising
Also, thanks again for explaining your work flow with the armor, it works like a charm. I posted my results of an hours worth of trying this workflow out and gave you props in my DWIII thread.