Haven't posted here in forever, been busy with several things, mainly my major (wooo got passed the first semester of Visual Language at UCF!) Anyway, now that I've had some spare time over the break, I've been trying to create a Prawn player model
. I've only seen two models ever made, both of which I'd say were really well done, however, both models were not completely accurate. So I've taken it upon myself to challenge my skill and make a Prawn as accurate as possible.
***update below***
Right now I'm doing kind of an inbetween model. I'm not focusing just on creating a low poly model (what the hell is considered low poly now-days anyway? At the rate I'm going he'll end up being about 8,000 to 9000 tris) and I'll go back and create the high poly for a normal map (might dip into Zbrush for my first time) I'm planning on going back once I'm finished and touching things up and optimizing the mesh
As said though, I'm trying to go for as best accuracy as possible, so feel free to critique
. I'm very satisfied with the mouth, I've literally spent about 20 hours (give or take) researching just the mouth alone. I've concluded that each prawn has 3 sets of mandibles, an upper and lower jaw (lower has 2 mandibles on each side), and a total of 8 tentacles (4 on the upper jaw, 4 on the lower at the center). I'm pretty sure all three sets of mandibles are just used for communication.
Interior of mouth is also done, and if you'd like to see that shot I'll get it set up, as well as any other shots. I'm still researching from the DVD for accuravy and I am constantly refining parts of the model (shoulders for example are redone). I THINK the chest might be too long or too thick? I'm really not sure, it's hard to tell without the arms and legs.
This is my first full-scale model done in Maya, and I'm a bit sad to say it, but I think I like Maya better than 3DMax :x. Regardless, please critique/comment/offer suggestions!
Replies
1. Keep all of your quads as close to the same size and shape as you can (and try like hell to keep them square).
2. Get rid of those Tri's you have in the neck region.
you are missing out
Once the hands are finished and the legs are modeled I'll revisit this render :P
***update below***
Oh and thought I'd post up my reference material for this character. There are a few scenes from the film that I've been using as reference, as well as couple of good Screencaps I took on my laptop that are not on these images, but its only about 5 more pictures at the most. I don't recall who made the 2 player models you'll see in the reference photos, but those models are *not* mine
http://www.solar-fissure.com/renders/fullbody.jpg
http://www.solar-fissure.com/renders/face.jpg
oh, and 9272 tris
pleeease, critiques and comments are not only welcome, they are needed!
http://features.cgsociety.org/story_custom.php?story_id=5322&page=2
http://features.cgsociety.org/story_custom.php?story_id=5302
As far as cleaning and fixing things, what exactly are you referring to? Mesh flow or accuracy?
FOOKIN PRAWN!
@achillesian, /throws sweetie at you
As always, comments and critique are not only wanted/appreciated, they are needed
oh, 10,660 tris, almost forgot
The chest will be unique in texture, but until I get one side looking good I'm just going to mirror the texture for now
But your texture is coming out just fine I suppose. waiting for ZacD's crit on this.
Thanks for noticing that, this better?
I currently have a really basic and hardly detailed normal map applied to it, and the goal is to go back and create a high poly version thats detailed and apply it then. A lot of the depth is basically just bumps and such
I have Crazy bump and I've gotten decent normals from it, but I don't know what would be the better option to do. Crazy Bump probably would be a quicker and easier route. Any tips/links for making the most out of CB?
Sculpting give a lot better results be crazy bump does work wonders.
FYI, please ignore/do not critique the pelvis area and legs, that texture is a 30 second mock-up to get rid of the irritating solid colors
As expected, the semester has started and on the first day I was already assigned several hour consuming projects, so work on this texture is going to go at a slower pace.
Updated with hands, stomach, and pelvis textured.
Some detail still needs to be applied to his...butt I suppose, fix the flatness of the back of his forearm, add some depth shading to the abs, re-work his stomach arms (hand isn't really textured either), and add a "plated" effec to the stomach back armor.
After I fix these issues ^, I'm going to texture the shoulder plate and start/finish the legs. I'm itching to start work on his face, I think it's really going to pull this whole piece together if I do it properly
As always, critique and comments are more than welcome here
I've never done any kind of organic texture before (always armor or weapons). Is he looking organic and insectish?
http://www.solar-fissure.com/renders/pbody.gif
btw there is the WIP flat texture if that helps with critique (the chest will be unique on each side, but for now it's just mirrored)
so I've basically gone back and redone the texture from what I had. It was so contrasting and noisy as you guys were saying and I just wasn't happy with it. I developed a set pattern for each carapace so I retain the solid aspect of each piece, however, I'm not sure if it's still noisy or not? Please please please let me know what I can do to help this texture out. As I already said I'm going to heed Skayne's advice and check out how to make it look more insect/crustacean like, but any other tips would be greatly appreciated.
compare shots
old
http://www.solar-fissure.com/renders/prawn1txt.jpg
new
ortho shot
http://www.solar-fissure.com/renders/prawnorthtxt.jpg
beauty shot