Hello folks, here's an update on my Carlos Huante Pirate WIP. I first had him in a pigeon-footed stance, but he appeared a bit too awkward so I changed it. Hope y'all dig it!
long ongoing project of handkeying a little cutscene for udk..
animation is still fuck-all work in progress, and I'm kind of doing it around the idea of hiding a lot of shit outside the camera. not giving all that much love to legs for example.
yes, thats me in the shorts..getting into character!! :nerd:
did this quick capsule-ish debug looking character and skinned him up yesterday.
managed to get some animations done before going to sleep.
checked out unity and udk and how I might be able to get this ingame (prob. go for unity for that), can't find a free state machine, and lack the script skillz. fuuuu!
also notice the glitch after the 180 turn, motionbuilder fucking with me :poly136:
we got some walk/run starts ingame at work, and its quite complex with what foot is forward and what not, adding a million animation files for something that I think could be solved differently. Hence this project ;D
Sure this is way more cartoony than work stuff so...might not be applicable :poly142:
gingerrookie, thats looking sweet dude, I saw that concept and wanted to sculpt it too. Since were on the topic of Mr.Huante,I was just doodling a version of his world war scorekeeper.
I'm calling the highpoly done though I might increase some of the details later on. Now it's finally the time to start screwing around with the lowpoly :poly142:
Jarrede: one more thing that seems off to me. Not sure if it fits the concept or not but the fat roll above his ear seems to merge with the lobe in a wierd way. Nice job though its really clean!
Finally got around to adding the spec map, starting to bring the whole thing together I finnaly know what it will look like when done.
Pretty much finished this, wanna do a bit more on it but i wanted to get it finished for my uni application:
My only crits are that the eyes look very fake (cartoony, too bright, unless that's on purpose) and the red gory stuff around where the top of the head has been cut away just looks like red hair or something, not gory meat.
Lunchtime thingie from the last 3 days, and I'm liking this guy! Time to retopo and sculpt him properly and do some tessalation in UDK! When I finish my Deadwood piece of course.
I think I'll call him Henry...
Dan, that robodude is awesome :thumbup: I'm loving the legs, but I'm not sure about the arms; imho they look a little blobby and lack the definition when compared to other parts of the model. Then again, you've mentioned it's a wip, so you will probably change that anyway.
A sneak-peak on my current project, I was really struggling with whether or not to post it at this stage, but I guess some critique couldn't hurt.
Instantly recognisable as Tony Soprano, awesome work! I would go easy on the pores though... and maybe blot him a little more? Round the jowels anyway.
Is it supposed to be interactive? Looks cool nonetheless. I would have used more contrast in it overall though... where did you learn how to use scaleform? Been meaning to do so myself.
Is it supposed to be interactive? Looks cool nonetheless. I would have used more contrast in it overall though... where did you learn how to use scaleform? Been meaning to do so myself.
yes it is interactive, watch the tutorial in the beginning to get a clue
(hint controls are using mousewheel and both mousebuttons and mousewheel buttons, so it probably isn't very notebook friendly)
about scaleform itself, apart from some limitations where stuff doesn't translate directly into scalform from your flash scripts and some Scaleform exclusive commands the only requirement there is, is being able to code actionscript 2.0 (don't know if scaleform 3.1 already supports as3, I am using as2)
if you want to get into it, i'd recommend to know or learn to know basic coding concepts and ways to structure code and then gain some coding skills (you can use c#as this kind of thing will be about 50:50 or if your user interface gets complex a 70:30 coding/art ratio
Instantly recognisable as Tony Soprano, awesome work! I would go easy on the pores though... and maybe blot him a little more? Round the jowels anyway.
Thanks, glad it's recognizable. Spent a ton of time working on that part.
Regarding the pores - At first it was a lot less "pore-ish", but then when I put it on Maya and rendered it, I had very little control on how visible they are. I decided to push it a spec further and then, my normal map will have more detail, and so will my displacement. I hope it'll pay off, but I don't know yet. I'll post it in the end and we'll see
Regarding the facial fat - well, I wasn't sure on that as well. It was difficult finding consistent images of him. He's sometimes really, really fat, and sometimes he's much thinner. Sometimes you see his neck, sometimes you don't. I just did a "general mix" and tried to get them all in there, get some sort of an average version that's recognizable? I'll push and pull some more stuff once his suit's in place though, and then I'll know for sure.
How would you go about painting his textures? I'm using ZBrush's polypainting tools, but I'm not sure that's the best way to do it. I don't really like working with photoshop 3D that was newly added to GoZ though.. would it be better to just paint on the texture itself? I'm kinda new to texturing, and I don't know the workflows. I know oldschoolers would just paint on the texture itself, but is it really the best way today still?
Jackwhat - ur abstract paintings have come a long and nice way. try and paint ur characters as integral, indifferent part of the environment. Render it exactly as u render that tree, and in parallel time (not after all else is done). It should have the same amount of layers (of light/color) as the rest
Looks like it'll be cool, but I'm a little confused with the design. The overall structure reads very turn of the century to early 20s. But the details of the signs just creams "Streamline" but the form of the bus doesn't say that.
Followed this tutorial I found on here. http://pioroberson.com/tuts/tut_texturing_tricks.htm
Not really liking it but TBH the tut has been pissing me off all day, doesnt explain half the shit and Its translated from french so the names of stuff is off.
Anybody know of another tutorial for this type of method?
Lunchtime thingie from the last 3 days, and I'm liking this guy! Time to retopo and sculpt him properly and do some tessalation in UDK! When I finish my Deadwood piece of course.
I think I'll call him Henry...
Great stuff!! Just check the peck as it connects to the bicep. I get your trying to make this demon crazy but I'm not sure how he'll lift his arms;)
gogogogogogo!
B
Replies
long ongoing project of handkeying a little cutscene for udk..
animation is still fuck-all work in progress, and I'm kind of doing it around the idea of hiding a lot of shit outside the camera. not giving all that much love to legs for example.
yes, thats me in the shorts..getting into character!! :nerd:
[ame="http://www.youtube.com/watch?v=6oTQcOwqXrY"]http://www.youtube.com/watch?v=UFihyoMBBgw[/ame]
did this quick capsule-ish debug looking character and skinned him up yesterday.
managed to get some animations done before going to sleep.
checked out unity and udk and how I might be able to get this ingame (prob. go for unity for that), can't find a free state machine, and lack the script skillz. fuuuu!
also notice the glitch after the 180 turn, motionbuilder fucking with me :poly136:
we got some walk/run starts ingame at work, and its quite complex with what foot is forward and what not, adding a million animation files for something that I think could be solved differently. Hence this project ;D
Sure this is way more cartoony than work stuff so...might not be applicable :poly142:
Thanks Felipe
jarrede: cool, is it me or are the mouthcorners a bit too much to the front? it makes the overall face look a bit flat
started a new photostudy tonight, no disfigured beauty this time (unless i fucked up her facialfeatures and don't realize it yet)
probably right, I should post the concept, was also thinking the fat on his double chin doesn't set right with me.
Thanks for the feedback dude
Finally got around to adding the spec map, starting to bring the whole thing together I finnaly know what it will look like when done.
i'll post this again: http://dl.dropbox.com/u/1725586/crits/edgewidthmodel.jpg
My only crits are that the eyes look very fake (cartoony, too bright, unless that's on purpose) and the red gory stuff around where the top of the head has been cut away just looks like red hair or something, not gory meat.
Lunchtime thingie from the last 3 days, and I'm liking this guy! Time to retopo and sculpt him properly and do some tessalation in UDK! When I finish my Deadwood piece of course.
I think I'll call him Henry...
Decided to throw some colour on this guy:
looking good- the lighting could use a little work though.
i agree tho bout the arms - need teh organic movement integrated
im still tryin to get this lookin as good as possible, need to stop soon
Instantly recognisable as Tony Soprano, awesome work! I would go easy on the pores though... and maybe blot him a little more? Round the jowels anyway.
jackwhat: did a small suggestion overpaint, hope you don't mind
besides that i really like the colors and mood
I've already started repainting him entirely based on some other suggestions so itll end up being a bit different.
messy as fuck
RC211v, almost done with the low poly now, god its boring deleting loops tho tho!
SCALEFORM UI DEMO
just download and hit run the bat or alternatively drag the .gfx file onto the ScaleFormPlayer
doesn't work for me...getting a missing dll error
Nice and clean modeling. Hope the lowpoly version is also kickass ;D
Just to have a little break from lowpoly stuff, mapping and baking.. a little fast doodle.
and now back to work!
usually updating your directX runtimes will fix this.
http://www.microsoft.com/downloads/en/details.aspx?FamilyID=2da43d38-db71-4c1b-bc6a-9b6652cd92a3
thanks!
yes it is interactive, watch the tutorial in the beginning to get a clue
(hint controls are using mousewheel and both mousebuttons and mousewheel buttons, so it probably isn't very notebook friendly)
about scaleform itself, apart from some limitations where stuff doesn't translate directly into scalform from your flash scripts and some Scaleform exclusive commands the only requirement there is, is being able to code actionscript 2.0 (don't know if scaleform 3.1 already supports as3, I am using as2)
most of the stuff you need to know for unreal or udk's implementation of scaleform is documented here: http://udn.epicgames.com/Three/Scaleform.html
http://www.scaleform.com/udkusers
if you want to get into it, i'd recommend to know or learn to know basic coding concepts and ways to structure code and then gain some coding skills (you can use c#as this kind of thing will be about 50:50 or if your user interface gets complex a 70:30 coding/art ratio
Thanks, glad it's recognizable. Spent a ton of time working on that part.
Regarding the pores - At first it was a lot less "pore-ish", but then when I put it on Maya and rendered it, I had very little control on how visible they are. I decided to push it a spec further and then, my normal map will have more detail, and so will my displacement. I hope it'll pay off, but I don't know yet. I'll post it in the end and we'll see
Regarding the facial fat - well, I wasn't sure on that as well. It was difficult finding consistent images of him. He's sometimes really, really fat, and sometimes he's much thinner. Sometimes you see his neck, sometimes you don't. I just did a "general mix" and tried to get them all in there, get some sort of an average version that's recognizable? I'll push and pull some more stuff once his suit's in place though, and then I'll know for sure.
How would you go about painting his textures? I'm using ZBrush's polypainting tools, but I'm not sure that's the best way to do it. I don't really like working with photoshop 3D that was newly added to GoZ though.. would it be better to just paint on the texture itself? I'm kinda new to texturing, and I don't know the workflows. I know oldschoolers would just paint on the texture itself, but is it really the best way today still?
Crits & comments are welcome as always
Next update will have the ears and hair
Looks like it'll be cool, but I'm a little confused with the design. The overall structure reads very turn of the century to early 20s. But the details of the signs just creams "Streamline" but the form of the bus doesn't say that.
http://pioroberson.com/tuts/tut_texturing_tricks.htm
Not really liking it but TBH the tut has been pissing me off all day, doesnt explain half the shit and Its translated from french so the names of stuff is off.
Anybody know of another tutorial for this type of method?
I did a quick painting of Planet of the Apes meets Donkey Kong, two of my favorite things.
Blog
Great stuff!! Just check the peck as it connects to the bicep. I get your trying to make this demon crazy but I'm not sure how he'll lift his arms;)
gogogogogogo!
B