For my advanced modelling in the games engine module at Stafford University I was given to brief to model a dinosaur of my choice and have it animated for UDK. It does not have to be true to life in the sense that some students are doing robot versions if they prefer hard surface modelling.
For mine I have chosen a Triceratops that of course survived extinction and has been tamed by a Comanche tribe.
Above is my current concept. I am thinking it might be improved with more war paint?
A start had to be made on the base mesh given this years time constraints. To help with any rigging the base pose will be with the back tail raised.
I am finding the biggest challenge with doing a dinosaur is that all the references I find are different from each other since no one has seen this animal in the flesh for real.
Here I have just done a rough possibility diagram for how mesh could flow but the areas I have highlighted in blue are the parts I will really need a good edge loop structure for given this model needs to be animated. Any thoughts on where I could go from here?
Replies
Personally I'd push the native american thing and beast of burden themes more, ive done a quick paintover showing a possible direction to take it. Bit noisy but gets the idea across. It's probably worthwhile making a few bags and other details like feathers or animal pelts that you can duplicate to make the model seem more detailed.
When you sculpt the skin detail it's worth adding lots of details like bigger scales dotted around which can break up the otherwise vast area of flesh.
p.s. I'm Staffs alumni - good luck
Thanks very much, I love the suggestions, I can draw but I'm not the most adventurous with my drawing ideas. I like the added war paint and pagenest branches it really gives it a lot more exaggeration. Good to meet another who went to Staffs, everyone I know in the industry went there too.
I started again and tried a more conservative version of those new ideas. Starting to really enjoy this project.
So here is some progress on the Comanche Triceratops. I added some buffalo stomach ration bags to the other side.
The sculpting is almost done, just need to sort the legs out. I was told I can use a separate texture map for the man made stuff so this should give me a bit more room with the animals unwrap but I guess it could still do with a once over with the detail to reduce what will be lost.
Here's just a quick photo mash to illustrate the idea behind it all.
yep, all the detail at the moment is going to get another once over. Thats all it should need, a test bake has already been done and not as much as I thought was lost, another detail pass should solve this.
I think when I graduate this summer I would like to come back to this idea and maybe get a playable version in UDK. Animating it for UDK is part of the project but it would be cool to actually play as a comanche riding it.
For example.
http://www.zbrushcentral.com/showthread.php?52216-Next-Gen-Rhino-Warrior
Great work so far. Can't wait to see this evolve.
Cheers for that, nice find.
Here is some progress on the poly paint work after extra folds were added.
Couple more updates, been trying to stop it looking too friendly in the face, could do with less fat on the back legs too this week.
http://wallpaper.imcphoto.net/animals/rhino/old-rhino-picture.jpg
Also I feel like the leg/body folds could be deeper and more impressive. Push it further than you think, since it is after all a modeling portfolio piece.
http://upload.wikimedia.org/wikipedia/commons/c/c7/Triceratops_-_JuraPark_Baltow.JPG
http://www.conceptart.org/forums/showthread.php?p=2361377#post2361377
Its in zBrush at the sculpting stage, I'm not working on spec yet.
Cheers, pretty good references.
Progress from week 4, now trying to finish up in zbrush and try out different warpaint versions.
Ok got quite a bit of feedback of my tutors and so on and decided to go for a more conservative design with the war paint. At least having them as alphas on brushes. Hopefully I can get this retopped now for its animations in UDK.