I love this thread! If I knew more about characters I would weigh in, but things are looking great so far. The only thing I would say is I think Zeratul has wider shoulders than you have here in this update. All of the characters in the Starcraft universe really have overly wide sets of shoulders, so don't be afraid to push those proportions. And make a cool lighting setup or something to present your work! Can't wait to see this thread evolve!
I have to say, I'm impressed with your subd modelling, zpanzer! You're getting lovely clean surfaces. Mind sharing some wires with us? I'm sure it would be educationsl!
Nice stuff, Zpanzer. I'm curious; did you block out the body before modeling all the details and stuff(I can't see any posted in this thread). It's always good to block out all the parts before starting with all the details in order to get a good grasp of the proportions and so on. If you do have a blocking however you should post it here so we can give you feedback on it.
The details are looking nice though!
Nice stuff, Zpanzer. I'm curious; did you block out the body before modeling all the details and stuff(I can't see any posted in this thread). It's always good to block out all the parts before starting with all the details in order to get a good grasp of the proportions and so on. If you do have a blocking however you should post it here so we can give you feedback on it.
The details are looking nice though!
Thanks for the feedback.
I have blocked out the entire model before I went high poly crazy. I've posted the some pictures of blockout v1 and v2 on the first page in this thread.
Little off topic but just curious. What spines are the hydras throwing when they attack? is it out of their mouths are the ones on their hand type things? or somewhere else?
Little off topic but just curious. What spines are the hydras throwing when they attack? is it out of their mouths are the ones on their hand type things? or somewhere else?
in Starcraft 1 they used to spit instead of throwing spines, but in SC2 I believe they use small spines that comes from their mouth
I have blocked out the entire model before I went high poly crazy. I've posted the some pictures of blockout v1 and v2 on the first page in this thread.
Wow, can't believe I missed that. Sorry about that! And keep up the good work!
Little off topic but just curious. What spines are the hydras throwing when they attack? is it out of their mouths are the ones on their hand type things? or somewhere else?
As zpanzer said, they used to spit green acid, but now they shoot spikes out of lamellar on top of their head.
Looks awesome Growgor.. Especially the integration of the scales/spikes on the front....! Maybe you need to go even more crazy? dare to exagerate the groves etc... With a normalmap in max the details will desaturate/wash out(my experience)....
And Zpanzer keep up the steam on the highpoly! maybe blocking out the whole charater over more iterations would be safer instead of going all out on the seperate pieces one by one.... But if that's how your workflow is, I will shut my pie-hole:)
Looks awesome Growgor.. Especially the integration of the scales/spikes on the front....! Maybe you need to go even more crazy? dare to exagerate the groves etc... With a normalmap in max the details will desaturate/wash out(my experience)....
And Zpanzer keep up the steam on the highpoly! maybe blocking out the whole charater over more iterations would be safer instead of going all out on the seperate pieces one by one.... But if that's how your workflow is, I will shut my pie-hole:)
Yeah, I've thought about that too, since my current approach can end giving tunnel vision, but its working okay so far since I dont stay more then 1-2 days on each part
So I've finally had some time, and spirit, to work on this again. I've been over the body and head once more. Furthermore i'm trying to find a workflow for the hard-surface parts. Tried out the clip brushes but it didn't work out, but maybe it's just me fucking it up:)
As you can see there is still a lot of "clay-brush-look" over it, but that will chance in the next update:)
Looks awesome Growgor.. Especially the integration of the scales/spikes on the front....! Maybe you need to go even more crazy? dare to exagerate the groves etc... With a normalmap in max the details will desaturate/wash out(my experience)....
And Zpanzer keep up the steam on the highpoly! maybe blocking out the whole charater over more iterations would be safer instead of going all out on the seperate pieces one by one.... But if that's how your workflow is, I will shut my pie-hole:)
Thanks for the feedback mate, appreciated as always! I'm not sure what you mean by "groves"? Next up, I will finish each object, starting with teeth and head.
Looking awesome Damik! Love how fast you progress, eventhough you havnt got as much time as me and Zpasser does. :thumbup: for your workspirit!
1) I'm not sure what the deep line over his chest is for? if it's muscle tissue, it looks abit off imo.
2) I wouldnt throw in too much difinition on the details in the head if your not at your final sublevel, as this could take up too many polies for further detailing, but I'm sure you already thought that through.
3) Awesome work, cant wait to see some details beeing tossed into him! Gj man.
Thanks for the feedback mate, appreciated as always! I'm not sure what you mean by "groves"? Next up, I will finish each object, starting with teeth and head.
Looking awesome Damik! Love how fast you progress, eventhough you havnt got as much time as me and Zpasser does. :thumbup: for your workspirit!
1) I'm not sure what the deep line over his chest is for? if it's muscle tissue, it looks abit off imo.
2) I wouldnt throw in too much difinition on the details in the head if your not at your final sublevel, as this could take up too many polies for further detailing, but I'm sure you already thought that through.
3) Awesome work, cant wait to see some details beeing tossed into him! Gj man.
I believe the deep line is cloth hanging from shoulder to shoulder
Looks great Daniel! Althought he's feet feels very massive compared to the slender look of the rest of the body.
@ Growgor - about the grooves I mean, that you can easily go more crazy. Dare to make the lines sharper, the grooves deeper etc...
The "deep line" is actually the border between his two kids of chest muscles.
maybe your'e right about the feet Zpanzer. I'll have to check it up against my imageplanes
So far far i've worked from this picture(Not my doing!)
Ah I see, and I agree with you But I still need another sublevel, before im able to shape in further detailing etc. I'll also add smaller spikes around the already placed large spikes.
About that "deep line", I think you might have overdone that abit, and I maybe think it should be an overlay of muscle tissue, as its overlapping the lower muscles, instead of concave into the first layer of muscles underneeth.
All is looking great! being a huge fan of zerg my only input is for the Hydra. Proportions and weight is looking solid, im not geting the feeling of function though. The mandibles needs to fold into the skull more, look closely at the details of the face, the jaws fold nicely into to head, the tusks or mandibles almost slide into the front of the face, notches where a "nose" would be if the mandibles were closed.
I went ahead and grabbed a screenshot of what OtrickP was talking about. The Kerrigan Zeratul cinematic has a lot of great up close hydra detail. The New Gettysburg video has a few nice chances for hydra face detail. This is shaping up very very well.
Thanks for your feedback OtrickP.
Appreciated as always.
I will take a look at it tomorrow, where I will try to repose the mandibles, to see if they fit and to show a picture where it's mouth is closed.
Thanks again.
Growgor
Replies
Update time guys! Still some work to do on some of the flow to sort out some smoothesness errors here and there.. But its slowly moving forward
I'll share some wires as soon as my machine is done rendering
The details are looking nice though!
Thanks for the feedback.
I have blocked out the entire model before I went high poly crazy. I've posted the some pictures of blockout v1 and v2 on the first page in this thread.
in Starcraft 1 they used to spit instead of throwing spines, but in SC2 I believe they use small spines that comes from their mouth
I'll have an update to show later today
Wow, can't believe I missed that. Sorry about that! And keep up the good work!
As zpanzer said, they used to spit green acid, but now they shoot spikes out of lamellar on top of their head.
Alittle update. Next up going crazy with details, one object at a time.
Think I'll start with it's head and teeth.
Feedback is appreciated.
And Zpanzer keep up the steam on the highpoly! maybe blocking out the whole charater over more iterations would be safer instead of going all out on the seperate pieces one by one.... But if that's how your workflow is, I will shut my pie-hole:)
Yeah, I've thought about that too, since my current approach can end giving tunnel vision, but its working okay so far since I dont stay more then 1-2 days on each part
As you can see there is still a lot of "clay-brush-look" over it, but that will chance in the next update:)
Thanks for the feedback mate, appreciated as always! I'm not sure what you mean by "groves"? Next up, I will finish each object, starting with teeth and head.
Looking awesome Damik! Love how fast you progress, eventhough you havnt got as much time as me and Zpasser does. :thumbup: for your workspirit!
1) I'm not sure what the deep line over his chest is for? if it's muscle tissue, it looks abit off imo.
2) I wouldnt throw in too much difinition on the details in the head if your not at your final sublevel, as this could take up too many polies for further detailing, but I'm sure you already thought that through.
3) Awesome work, cant wait to see some details beeing tossed into him! Gj man.
I believe the deep line is cloth hanging from shoulder to shoulder
Looks great Daniel! Althought he's feet feels very massive compared to the slender look of the rest of the body.
Awesome progress anyways!
The "deep line" is actually the border between his two kids of chest muscles.
maybe your'e right about the feet Zpanzer. I'll have to check it up against my imageplanes
So far far i've worked from this picture(Not my doing!)
Ah I see, and I agree with you But I still need another sublevel, before im able to shape in further detailing etc. I'll also add smaller spikes around the already placed large spikes.
About that "deep line", I think you might have overdone that abit, and I maybe think it should be an overlay of muscle tissue, as its overlapping the lower muscles, instead of concave into the first layer of muscles underneeth.
Didn't have all day yesterday to work on this due to deadline at work, but now I'm back!
Just an overall progress shot.
Feedback is appreciated.
For the Swarm!
<img src="http://i.imgur.com/oHiK4.jpg" alt="" title="Hosted by imgur.com" />
Appreciated as always.
I will take a look at it tomorrow, where I will try to repose the mandibles, to see if they fit and to show a picture where it's mouth is closed.
Thanks again.
Growgor
what kind of computer setup you running over there, spec wise?
i7 3,2ghz
6gb DDR3 ram
ASUS nVidia 260gtx
The model as it stands is around 850k polies unsmoothed.
Rendering vise I'm at the moment rendering in scanline with a skylight... Yes its slow as hell and I'll convert it to vRay soon.