Not much of a progress from me
this is taking much longer than usual, I have to close holes in every chunk and make them watertight in order to be printed properly, while keeping relatively low initial polycount(avoding unnecessary extra edgeloops)
So this will be a hires base for following Zbrush detalisation, stuff like seams, rivets and holes which I cannot fake with floating inverted dishes, and will have to sculpt them.
Skipping the bow for a while, will get back to it once I'm done with the body
Not much of a progress from me
this is taking much longer than usual, I have to close holes in every chunk and make them watertight in order to be printed properly, while keeping relatively low initial polycount(avoding unnecessary extra edgeloops)
So this will be a hires base for following Zbrush detalisation, stuff like seams, rivets and holes which I cannot fake with floating inverted dishes, and will have to sculpt them.
Skipping the bow for a while, will get back to it once I'm done with the body
Q: What's the most abused Maya hotkey?
A: Ctrl+S
Looking hawt! Will their be more hard surface detailing in zbrush or just the holes?
Btw, i have to say that Ctrl + Z get it's fair share of punches to! :P
Very nice. So, no Maya only approach...finally giving in? Personally I think it could be done in Maya, but Zbrush definitely speeds things up. Looking forward to it.
Very nice. So, no Maya only approach...finally giving in? Personally I think it could be done in Maya, but Zbrush definitely speeds things up. Looking forward to it.
making it entirely in maya would produce hundreds of objects, which I want to avoid here
Nice progress Slipgate, I like that asymmetrical torso/neck armor piece you added. The gun feels a bit strange, it's sized like a submachine gun, but the design looks more like an assault rifle, would be curious to see her holding it.
Is that some kind of powerfist she has? Or something to make holding the high-tech bow easier?
Isn't printing out something with so many small bits like this pretty hard? And if not, where do I sign up for my own copy?
Nice progress Slipgate, I like that asymmetrical torso/neck armor piece you added. The gun feels a bit strange, it's sized like a submachine gun, but the design looks more like an assaoult rifle, would be curious to see her holding it.
Is that some kind of powerfist she has? Or a something to make holding the high-tech bow easier?
Isn't printing out something with so many small bits like this pretty hard? And if not, where do I sign up for my own copy?
Zbrush gets really slow and model is hard to handle when it consists of tons of small details, not long ago I tried converting my DW4 entry to printable shape but gave up at 30%.
yeah it's a rough recreation of MP7 SMG
this shit on her arm is a bow mount, hard to explain how it works, I'll show once I'm done with it
I always admired functional designs. I really like what Slipgate presented. Bow mechanism, movable helmet/shoulders/knees... mountings for bow/knife/gun/grenades... even right glove modified to protect fingers while shooting arrows Nice!!
I too love how this is all going. Just watching and taking it all in.
@slipgatecentral, i really like this tech bow design, is a fresh slant.
And Gav's sculpt is a classic Makes me smile. He is very shadowrun i think.
And hazardous has me thinking pointy ears... is hot. Nice figure. :thumbup:
Spark, "this is 3d get with the program maaaaaan" ... I loved the 2d concept, loved it! You could win this...
Guys - obviously, I'm not going to be able to finish on time but still fully intend to complete the character. Between starting this little "bro-off" and now there's been a bunch of shit come up that was unexpected (teaching in Canada, sick, needing to find a new apartment - which is way more difficult than expected in Boston and spending a week at GDC.) I don't think anyone really expected the date thing to hold any weight - Just wanted to give a heads up!
Very nice work! I'm gonna assume there will be some zebrush detailing for the currently sparse groin/upper leg area?
Also did her wrist weapon take any inspiration from the Dual Hound from FF Advent Children? It's what it reminded me of:
Though I've watched FF:AC long ago I can hardly remember what was in there
This thing, basically a bracer with sockets in which the part of the bow being inserted to make it whole with arm. Something hard to describe unless you see it in action.
Gav, it's okay dude, just make it done eventually! I got the same stuff - GDC, recent leg injury, also took a short break to make an WoW torso, etc. Will get back to my character next week after GDC.
Slip, it seems like your character has so much going on that you loose yourself from the overall silhouette. I'd like to see something in the head echo the bow you've been working on.
Hahah, yay I win!!! :P jk! Yes, here is an update of where I am at, a few tweaks that I want to add such as a dog house tied to the robot, which is then tied to a dog:) Tweak some issues with the hipoly and set him up for animation so maybe I can have a little movie of this guy. Hope you guy's like the update, and possibly more to come if I don't fall off again!
Alright. *brushes dust off of old ZTL and wonders what the hell he was thinking*
Spent some time today getting back together with this model, stared touching up some areas, worked on the bird, some general tweaks. In mymind, pretty near finished with the high - just wanted to get back to him so that I knew what was what when it came time to do the low....which will hopefully be soon.
Thanks everyone and thanks Brett for lighting the fire again
So, this took a lot longer than I had expected. Usually I can turn a low poly version of a character around in half a day or so. This guy took around 2 - 3 days.
There's a few reasons for this, I really wanted to create some kind of tutorial about it, like some kind of post mortem - but really - I'm not sure how much there is to learn from my many...many...mistakes. This is the first model that I have shelved for a year plus and returned to with the intent of finishing it. In this process, I'm realizing how many things I did wrong in the past, have learned from since (through other projects) and am now being burned by at the present day. I decided to just work around them rather than totally remaking the areas as they aren't complete show stoppers and are probably quicker to just deal with (and this has already taken way too long.) A few things to point out though:
-Somewhere along the way, the entire character became scaled up and uncentered in Max. Like off of 000 by a few hundred units. I "think" this happened in an older version of GoZ and I just never corrected the file, but it's been so long I can't exactly know for sure. This lead to a mild issue when retopologizing the character as I had to work from an odd center point rather than world center like I usually do.
-I must have loved Subtools back then as I have 85 in my scene and it became a problem to organize and manage. I merged somethings down, rebuilt some areas, but it was still a shock when I opened the sculpt.
-I mirrored practically nothing and I have no idea why. I probably could have got by just fine with mirrored legs and stomach/vest. I think back then I was embracing "OMGASYMMETRY" more than efficiency.
But annnnyways....
Here is where the current low poly stands - I'm bouncing back to the sculpt to polish some areas, but I think it's nearly good to go. Just need to unwrap, bake em down, and get rolling on the texture work. I wanted to leave a little wiggle room (from our 20k budget) for smaller things that I may add, room for FX (like feathers blowing off of the bird), fixing topo...etc.
Replies
this is taking much longer than usual, I have to close holes in every chunk and make them watertight in order to be printed properly, while keeping relatively low initial polycount(avoding unnecessary extra edgeloops)
So this will be a hires base for following Zbrush detalisation, stuff like seams, rivets and holes which I cannot fake with floating inverted dishes, and will have to sculpt them.
Skipping the bow for a while, will get back to it once I'm done with the body
Q: What's the most abused Maya hotkey?
A: Ctrl+S
Looking hawt! Will their be more hard surface detailing in zbrush or just the holes?
Btw, i have to say that Ctrl + Z get it's fair share of punches to! :P
Also, G.
my latest update, almost done with body, made some changes to design, she looks more heavy now.
making it entirely in maya would produce hundreds of objects, which I want to avoid here
yup, really want to try and make a 3d print of it
Is that some kind of powerfist she has? Or something to make holding the high-tech bow easier?
Isn't printing out something with so many small bits like this pretty hard? And if not, where do I sign up for my own copy?
Which is an SMG / PDW.
Zbrush gets really slow and model is hard to handle when it consists of tons of small details, not long ago I tried converting my DW4 entry to printable shape but gave up at 30%.
yeah it's a rough recreation of MP7 SMG
this shit on her arm is a bow mount, hard to explain how it works, I'll show once I'm done with it
@slipgatecentral, i really like this tech bow design, is a fresh slant.
And Gav's sculpt is a classic Makes me smile. He is very shadowrun i think.
And hazardous has me thinking pointy ears... is hot. Nice figure. :thumbup:
Spark, "this is 3d get with the program maaaaaan" ... I loved the 2d concept, loved it! You could win this...
slipgatecentral: a 3d print out of this? gonna kick ass!cant wait
Also did her wrist weapon take any inspiration from the Dual Hound from FF Advent Children? It's what it reminded me of:
Guys - obviously, I'm not going to be able to finish on time but still fully intend to complete the character. Between starting this little "bro-off" and now there's been a bunch of shit come up that was unexpected (teaching in Canada, sick, needing to find a new apartment - which is way more difficult than expected in Boston and spending a week at GDC.) I don't think anyone really expected the date thing to hold any weight - Just wanted to give a heads up!
Though I've watched FF:AC long ago I can hardly remember what was in there
This thing, basically a bracer with sockets in which the part of the bow being inserted to make it whole with arm. Something hard to describe unless you see it in action.
Gav, it's okay dude, just make it done eventually! I got the same stuff - GDC, recent leg injury, also took a short break to make an WoW torso, etc. Will get back to my character next week after GDC.
Slip, it seems like your character has so much going on that you loose yourself from the overall silhouette. I'd like to see something in the head echo the bow you've been working on.
Spark
Looks great! I'd like to see higher res image and also one from the back.
^_^ Volumes read really well. And you left a lot of open areas for great texturing options.
^_^
Is it....is it 'on' ?
Strictly speaking, it is indeed on, as to what degree, much like Donkey Kong.
Freakin' awesome Spark! Love them shapes!
What's this from?
Too Bad.
Epic Revival Spark!!!!
Spent some time today getting back together with this model, stared touching up some areas, worked on the bird, some general tweaks. In mymind, pretty near finished with the high - just wanted to get back to him so that I knew what was what when it came time to do the low....which will hopefully be soon.
Thanks everyone and thanks Brett for lighting the fire again
Gav
Great highpoly gav! This thread is intense!
So, this took a lot longer than I had expected. Usually I can turn a low poly version of a character around in half a day or so. This guy took around 2 - 3 days.
There's a few reasons for this, I really wanted to create some kind of tutorial about it, like some kind of post mortem - but really - I'm not sure how much there is to learn from my many...many...mistakes. This is the first model that I have shelved for a year plus and returned to with the intent of finishing it. In this process, I'm realizing how many things I did wrong in the past, have learned from since (through other projects) and am now being burned by at the present day. I decided to just work around them rather than totally remaking the areas as they aren't complete show stoppers and are probably quicker to just deal with (and this has already taken way too long.) A few things to point out though:
-Somewhere along the way, the entire character became scaled up and uncentered in Max. Like off of 000 by a few hundred units. I "think" this happened in an older version of GoZ and I just never corrected the file, but it's been so long I can't exactly know for sure. This lead to a mild issue when retopologizing the character as I had to work from an odd center point rather than world center like I usually do.
-I must have loved Subtools back then as I have 85 in my scene and it became a problem to organize and manage. I merged somethings down, rebuilt some areas, but it was still a shock when I opened the sculpt.
-I mirrored practically nothing and I have no idea why. I probably could have got by just fine with mirrored legs and stomach/vest. I think back then I was embracing "OMGASYMMETRY" more than efficiency.
But annnnyways....
Here is where the current low poly stands - I'm bouncing back to the sculpt to polish some areas, but I think it's nearly good to go. Just need to unwrap, bake em down, and get rolling on the texture work. I wanted to leave a little wiggle room (from our 20k budget) for smaller things that I may add, room for FX (like feathers blowing off of the bird), fixing topo...etc.
Cheers,
Gav