OK while I wasn't going to make a thread for this yet, I don't want to keep filling WAYWO with small updates, so here's where I'll put my progress with any models I work on with these as a base
heres a bunch that you've probably all seen, but I'll put em here for the record:
And heres some re-imagined characters from the big Q:
Accessorize!
I also started to make a brief explanation of what I wanted to do, in pdf format: http://redprodukt.com/post/3dconcept.pdf
any feedback welcome. does it need more technical detail? making a plane paintable is pretty simple, but I suppose its not obvious if you've never ventured to that area of maya
I never knew this could even be done, and at first glance of this post had no idea what I was looking at lol.
The pdf you supplied makes it all clear though, really nice tutorial there btw.
I would like to see more, its a really interesting workflow you have with this. I didn't catch it, but are you able to extrude off the 3d painting or something? Or do you just build your low poly similar to how you would if you had orthographics set up?
[Edit] Gauss your alive! J/K, I couldn't resist, due to your post.
haha gauss hows it goin man!
about the chainsaw, maybe I thought about it too much, but I wanted it to be a practical weapon for him, so I figured 1: how's he gonna fire up a regular chainsaw with one hand, and 2: could he get a better swipe at someone if I moved stuff around like the handle. So, I redesigned it as a single handed melee weapon rather than a two handed tool. The M79, I figured theres already a bazillion pics available, I just wanted to get across that it's chunkier than the real thing to fire those big-ass quake grenades. I hear ya though
maybe you have some ideas about a new chainsaw given those criteria, or it could just be a bad idea to redesign it. anyway, whatever's more fun, right?
Edit:
Brad: I don't use the paint planes directly (although you could cut out shapes and extrude), however the planes are often well placed to use 'make live' and start drawing splines you can use to extrude or loft
I really feel like there is a need for more of the concept phases to be in the hands of modelers for better speed and accuracy. I think that when concepts are purely 2D there is sometimes too much of a gap when it comes to the model. I am glad to see you exploring such original ways!
Did you try adding some simples primitives too? Or even better, a sliced up human model. I found out recently that a great way to speed things up is to have a very basic base mesh divided just like an animatic proxy. Then you can very easily stretch limbs (especially with the axis located at the joints) to explore character proportions. With your drawing technique on top of that it could be extremely fast since you could even paint straps, cloth seams and whatnot straight on top of such a shell. And the funkiest details would be drawn with planes.
About that orange guy : the hat design is a bit distracting, very 'painted on'. I think you could leave this blank, or go in for real and model these elements.
Rooster I don't really have any issue with the design insofar as how it is presented; the one-handedness of the design isn't quite clear either. The teeth are huge, the blade faceted. There's a line sometimes between low-poly aesthetics and childlike crudity, and I just think at this stage it's leaning toward the latter. Reference doesn't mean slavish copying, sometimes it means making sure you have the basic features of whatever makes a thing that thing, you know?
For the M79 I understand your reticence to go with "just another M79"... but since you seem interested in pushing design-based weapon revisions, treat the grenade launcher to the same. Just as he's using his chainsaw one-handed, he's probably hip-shooting his grenade launcher. There was an experimental variant of the M79 that had a shotgun-style pump and internal mag--got a great look to it. Still doesn't stop the one-handed operation problem, but it's worth looking at your options.
I did actually come across that image on my travels, but I decided it looked too much like a big shotgun from a distance (and the two handed problem popped up). The m79 is just a sweet shape too.. i don't care if its cliched :P You're right about the chainsaw design being crude though, I just wanted to get the basics in and move on- but as far as the teeth go, I'm pretty influenced by warhammer as far as chain-weaponry goes http://i3.photobucket.com/albums/y86/TheSanguineAngel/Sons%20of%20Horus/Raptors003.jpg
looking at some real life chainsaw ref, there's not really a lot to them that looks threatening- its only the buzz noise and the knowledge of what they do that really does it, which is how quake got away with a blue box and a brown box hehe.. So I would like something with big teeth you can see is going to tear stuff up. Well, I think those are problems I'm happy to just deal with when the time comes..
for now:
edit: Pior: I've used primitives and geom as blockout before, but I suppose what I want is for it to be as simple as possible to alter something, ideally just draw over it.. I know editing geom isn't really taxing. I might play around with more ideas once I feel I've explored all the options with this technique. I remember that program you linked to a little while ago, where you model by drawing curves- something like that crossed with photoshop would be awesome
Not really a design, mostly trying that technique out. Basically instead of 3d paint, I just kept a 2048 as a texture atlas on the side, painted the desired bits in Photoshop, and cut/pasted them around in 3DS... Fun suff!
nice one pior!
I've been thinking about using this technique as a base for concepts too, so I thought I'd give it a go with some similarly abstract shapes. Goin slowly at the mo, what with christmas/new year and all.
I skipped the 3d strokes step in this one, which turned out to be a bad idea
fear not MoP! im at me folks at the moment and I'm just on trial progs and without all my data, so I can't really work on the earlier sketches till I go back. Bought some super sculpey, so I'll have my first crack at proper sculpting soon..
<excuses about being back at work and stuff>
here's to getting back into this stuff in 2009 aai
btw, his big arms look kinda odd in sideview, but i think it works when you're rotating round im so..
edit: oh, i think i meant to give him a tail.. will see
Yeah, render->playblast or something.
This stuff looks great, it'd be awesome to see a turnaround of the newest guy, really see how that's all put together.
here you go: http://www.redprodukt.com/post/roo_4arm_turn.avi
i think its cinepak codec, 5 meg. divx wouldnt render for some reason. cinepak comes with max and maya i believe
ps: the face kinda sucks.. but smaller details like that i'd do a study or just leave it till modelling
I thought the head was going the other way there for a minute..
Awesome stuff Rooster.. Anyone thought of using Blender's grease pencil? Somehow I don't think it would work the same.. Might have to give it a go though...
hey! thanks for the encouragement im stoked about the interest . if anyone else has a crack at it, feel free to post the results . I'm interested to see what's possible in max (i believe there are 3d painting plugins available, i tried one or two back in the day)
blaizer, im not quite sure about the time involved, i wasn't paying attention.. ill time the next one ok . but once the method is down, not too long
can anyone point me to a plugin for max for this 3D painting? im very interested about it. Also, does the paint go onto a texture sheet? or does it just colour it in the program?
very cool and inspirational work rooster, I tried to apply it to my architecture project, mainly to obtain orthographic from all sides, this is my result, not as difficult as characters but wanted to share:
Replies
edit: but that m79 and chainsaw are both embarrassing, especially the chainsaw. reference, man! not even silly old quake chainsaw looked like that!
cool take on the ogre though all things considered
I never knew this could even be done, and at first glance of this post had no idea what I was looking at lol.
The pdf you supplied makes it all clear though, really nice tutorial there btw.
I would like to see more, its a really interesting workflow you have with this. I didn't catch it, but are you able to extrude off the 3d painting or something? Or do you just build your low poly similar to how you would if you had orthographics set up?
[Edit] Gauss your alive! J/K, I couldn't resist, due to your post.
thanks for putting together the documentation!
about the chainsaw, maybe I thought about it too much, but I wanted it to be a practical weapon for him, so I figured 1: how's he gonna fire up a regular chainsaw with one hand, and 2: could he get a better swipe at someone if I moved stuff around like the handle. So, I redesigned it as a single handed melee weapon rather than a two handed tool. The M79, I figured theres already a bazillion pics available, I just wanted to get across that it's chunkier than the real thing to fire those big-ass quake grenades. I hear ya though
maybe you have some ideas about a new chainsaw given those criteria, or it could just be a bad idea to redesign it. anyway, whatever's more fun, right?
Edit:
Brad: I don't use the paint planes directly (although you could cut out shapes and extrude), however the planes are often well placed to use 'make live' and start drawing splines you can use to extrude or loft
hmm now i need to find a way to do this in max...
I really feel like there is a need for more of the concept phases to be in the hands of modelers for better speed and accuracy. I think that when concepts are purely 2D there is sometimes too much of a gap when it comes to the model. I am glad to see you exploring such original ways!
Did you try adding some simples primitives too? Or even better, a sliced up human model. I found out recently that a great way to speed things up is to have a very basic base mesh divided just like an animatic proxy. Then you can very easily stretch limbs (especially with the axis located at the joints) to explore character proportions. With your drawing technique on top of that it could be extremely fast since you could even paint straps, cloth seams and whatnot straight on top of such a shell. And the funkiest details would be drawn with planes.
About that orange guy : the hat design is a bit distracting, very 'painted on'. I think you could leave this blank, or go in for real and model these elements.
Great stuff!!
For the M79 I understand your reticence to go with "just another M79"... but since you seem interested in pushing design-based weapon revisions, treat the grenade launcher to the same. Just as he's using his chainsaw one-handed, he's probably hip-shooting his grenade launcher. There was an experimental variant of the M79 that had a shotgun-style pump and internal mag--got a great look to it. Still doesn't stop the one-handed operation problem, but it's worth looking at your options.
http://www.combat.ws/S4/MILTERMS/IMAGES/M79PUMP.JPG
I did actually come across that image on my travels, but I decided it looked too much like a big shotgun from a distance (and the two handed problem popped up). The m79 is just a sweet shape too.. i don't care if its cliched :P You're right about the chainsaw design being crude though, I just wanted to get the basics in and move on- but as far as the teeth go, I'm pretty influenced by warhammer as far as chain-weaponry goes
http://i3.photobucket.com/albums/y86/TheSanguineAngel/Sons%20of%20Horus/Raptors003.jpg
looking at some real life chainsaw ref, there's not really a lot to them that looks threatening- its only the buzz noise and the knowledge of what they do that really does it, which is how quake got away with a blue box and a brown box hehe.. So I would like something with big teeth you can see is going to tear stuff up. Well, I think those are problems I'm happy to just deal with when the time comes..
for now:
edit: Pior: I've used primitives and geom as blockout before, but I suppose what I want is for it to be as simple as possible to alter something, ideally just draw over it.. I know editing geom isn't really taxing. I might play around with more ideas once I feel I've explored all the options with this technique. I remember that program you linked to a little while ago, where you model by drawing curves- something like that crossed with photoshop would be awesome
Not really a design, mostly trying that technique out. Basically instead of 3d paint, I just kept a 2048 as a texture atlas on the side, painted the desired bits in Photoshop, and cut/pasted them around in 3DS... Fun suff!
I've been thinking about using this technique as a base for concepts too, so I thought I'd give it a go with some similarly abstract shapes. Goin slowly at the mo, what with christmas/new year and all.
I skipped the 3d strokes step in this one, which turned out to be a bad idea
btw, cruel and unusual punishment on you if you don't finish that fiend, rich!
I digg all this stuff. GJ.
here's to getting back into this stuff in 2009 aai
btw, his big arms look kinda odd in sideview, but i think it works when you're rotating round im so..
edit: oh, i think i meant to give him a tail.. will see
really cool stuff.
This stuff looks great, it'd be awesome to see a turnaround of the newest guy, really see how that's all put together.
http://www.redprodukt.com/post/roo_4arm_turn.avi
i think its cinepak codec, 5 meg. divx wouldnt render for some reason. cinepak comes with max and maya i believe
ps: the face kinda sucks.. but smaller details like that i'd do a study or just leave it till modelling
-woog
-caseyjones
Awesome stuff Rooster.. Anyone thought of using Blender's grease pencil? Somehow I don't think it would work the same.. Might have to give it a go though...
How much time do you put in a concept like this?? it results quite interesting.
blaizer, im not quite sure about the time involved, i wasn't paying attention.. ill time the next one ok . but once the method is down, not too long
and here is an example of all the orthographic's I get from it:
http://i307.photobucket.com/albums/nn288/el-ementrix/preview.jpg