Howdy Polycount
Been a while, and figured I am going to throw my hat into the ring on this one.
Going for the Demon Lord.
Pretty basic, and routine, but this is more an exercise for myself than a thought of winning a competition.
Still need to work out weapon and whatnot, but this is the general direction I'll be taking.
For now, I shall call him George.
Update 1- First blockout pass:
Update 2- Small tweaks here and there.....and a tail!
Update 3 - Hands and feet blocked out:
Update 4 - Calling this final for the low poly:
Update 5 - Mudbox fun:
Update 6 - Deformation test:
Update 7 - Generic armor block out
Update 8
Update 9
Update 10
-nutsy
Replies
cool shit!
It has been a while, and I am looking forward to giving this a go.
I have not worked with any of the sculpting packages(zbrush/Mudbox), and that is my goal out of this project, to develop an understanding of the software.
I had hoped to have begun on the mesh by now, but have been laid up with the flu....again! Two times in three weeks!
Will update as soon as I have something.
Rick- Can't draw behemothian creatures without behemothian proportions
Oh, and Dur.......way!
-nutsy
Glad to see ya back man, this comp needs more stylised entries
Looking forward to this one, I love the burliness of it. I hope you keep the cartoony style, it's not something often seen in the DW.
Haha, with Demon Prince/Princess being one of the categories, and seeing you again DP, maybe I should have entered this?
Back on subject though, I started blocking out the model:
Image link.
Lots to be done still.
The plan is to take this into Mudbox and do some sculpting.
Having never done any Mudbox sculpting, my first question is,
At what point do you take it into Mudbox? How detailed do I need to get with the basemesh?
-nutsy
Looking cool. Really, I think the level of detail you have there can be taken into Mudbox as is. I think it depends on your personal preference. Generally, I start a little more dense but plenty of people start from stick man models and go from there. One area that you may want to define more before starting sculpt is the knees, I think right now if you were to start sculpting that you'd find that because of the way the polys are laid out there, you'll get some funky deformations. Also, because those areas are overlapping, you might find it hard to sculpt in detail there without pinching/pulling awkwardly. Maybe consider modeling the legs a little more loose (like straight down) then pose them once everything is sculpted?
Edit, also be sure to try and keep your polys as evenly distributed as possible. What you have here is fine, for the most part, i think, but places like the forearm and bicep could use an extra ring so that when they divide, the polys are fairly even in size to what they would be i other areas such as the chest.
Gav
I won't be moving to Mudbox, until I have blocked out the whole thing, arms, hands, legs, feet, etc.
Small update, been picking at it between lying on my couch nursing this flu.
Picked at the legs and arms a bit, and added the tail.
And a shot of subD lvl1.
Image link.
I am pretty happy with it so far, and am anxious to getting into, and tooling around with Mudbox.
-nutsy
Hands and feet blocked in now.
Up next, thumbs, feet, and tweak positioning of legs, something about them I am not happy with.
Image link.
Thanks for the words guys, glad you are digging it
-nutsy
Time now for the slowdown and learning curve
Image link.
-nutsy
NUTSY RETURNS!!
looking awesome!
Looking forward to the rest!
I'm sure Zbrush is too, Mudbox just happens to be my first go at digital sculpting
So I did a little tooling around in Mudbox tonight, trying to come to grips with at what level to apply what detail, and I think I get it.
A little blobbiness going on, and some wonky anatomy, but I'm okay with it as a learning pass. This is pretty much throw away work as I still need to do the uv unwrap in Max, but was anxious to try and get some sculpting action going on tonight.
Any tips the Mudbox users want to throw my way are more than appreciated.
And it is pretty much time to think weapon and Greentooth, of which I thought I had a good idea, but Dur beat me to it!
Thanks for the comments guys.
Raiskul, it was a concious decision on my part to flatten out the belly, I want him to be thick, but not spill over belly thick, if ya get my meaning.
-nutsy
You know what would be awesome though! You know those hulk gloves you can buy at toy stores. Imagine that, but instead of fingers just a giant sphere with greentooth on the end. Like a green tooth boxing glove.
I wanted to test out deformation on the mesh, so I did a quick and dirty rig and skin weight assignment. Just want to make sure there is no surprise when this is all said and done.
I'm pretty happy with it, and am confident that with a little more effort on weight assignments, I can clean up the still troublesome areas.
Tried to get fancy with the render and failed, but no time to try and fix....there is drinking afoot!
-nutsy
For the sake of posting some sort of update......
A block out pass for some armor,
How do you spell generic?
I spell it n-u-t-s-y.
Ah well....its a start, as I pick at it a little more I'm sure I'll come up with something.
- BoBo
Fuck it, I'm happy with generic.
-Woog
I just noticed this sentence. You don't need UVs on your highpoly at all! You could still use that sculpting pass if you want to, or just continue working on it. The only thing that needs an unwrap is the final lowpoly mesh.
Back into Mudbox:
Pretty happy with it so far, lots of cutting in to do yet, and "blobby" areas to work out.
I just discovered the different falloff types for brushes........that'll help
Just a quick little progress shot.
Still exploring the ins and outs of Mudbox, and have now discovered the beauty of the grab and wax brushes!
At some point I'll have to figure out how to do whatever the hell it is Gav and DP are talking about
Purple eh? Only 5+ years later, might as well carry on the theme
Dirty face action