View Full Version : character: Dune Giant wip
02-01-2004, 01:46 AM
Sup all. This is a character that I concepted a while back. It wasn't until somewhat recently that I wanted to create him.
The old concept can be seen here:
Anyhow, I didnt want to be too stingey with polycount for this model. I have been aiming higher than what the count is currently (a little over 4500tris), but am starting to settle around this number as I continue to optimize and shape.
After this figure is done, Im going to model up some gear and get going on the UVs.
Massing template can be seen here:
An idea for gauntlets that I had (but am not going to use) here:
And here is where the model currently stands. I would love to hear crits and comments from you all in regards to the model at this stage.
02-01-2004, 02:17 AM
the upper part of the torsr (or maybe just the arms) looks small compared to the huge thighs and legs... maybe try to get more shape in the feet with the amount of polys you have there. Keep posting.
02-01-2004, 04:03 AM
I should have mentioned this in my initial post, so i suppose now is a good time.
Even in the old concept, I wanted him to have thick thick legs with thick ankles and hulkey feet... even slightly longer than normal legs- just a tad. I wanted to do this because I felt it would accentuate height.. maybe even give a sense of looming, and great lower body strength (he is a giant).
If in doing so, I have made him not very aesthetically pleasing, then thats a whole different story, and will be corrected right away.
My goal for this is really not to replicate a *human* male.. but to make a giant, and for him to feel like a giant. But if he looks wonky.. :P
02-01-2004, 05:31 PM
Since you are using such a high poly count, I assume that you will go back into the model and tweak the edges to bring out the musscles, right? And I can't see how many polys are in the eyes from these screen shots, but it seems that you have a lot considering how small they are. It's looking good, continue working on it.
so high poly and so low on detail. you hurt my feelings!
02-01-2004, 09:27 PM
jipee a triangulator :D (jst had to say that)
Good start, and like you said youŽll be optimizing the shape, so take some face out of the face and define the muscles around the stomache a tad bit more and on the back shoulderblades.
02-02-2004, 12:44 AM
Thanks for the replies you guys. I hope you keep them coming. Just sat down to this guy for today, and am going at him as we speak..
In regards to the gauntlet posted above, I was originally going to omit that. I wanted him to wear them on his hands, and smash the ground thus making it shake. I ruled that out as 'ghey.'
I think I may use that same idea, but with one ****en huge 'glove' like thing, that (in my mind right now) will go up most of his arm. Perhaps some futurey kind of metallic organic shaped device. I definetly wouldnt want it to go above the bottom of his deltoids. Anyhow, a picture is worth a thousand words, and Ill try to get new pics up tonight.
If you all see anything else, please shout it out. Been a great help so far.
btw Phil.. I was wondering what was taking you so long to hop into this thread, as I know you are a fan of the triangle because you have replied in older threads of mine as well. Hope you keep comin in here :P
02-03-2004, 04:25 AM
Man.. havent had much time to put into this guy. We are wrapping up our game at the moment (kind of an extended wrap up :P ), and time is one commodity I have seem to run out of.
I have taken 500 triangles out of this guy, and given him some more definition. So here is a couple wires, and smooth shaded versions... There is only one smoothing group set to this model yet, so definition in that regard will be added later.... but the mesh is layed out for it.. so it should look pretty sharp once I get all that in there.
Going to try and model some gear tonight.
02-13-2004, 07:54 PM
More work done. Hes no longer naked. No more penis stub.. homies got a loin cloth..
Since this pic, I have taken some polies out of the cranium, and added some to the hanging part of his sash for animation purposes. That was only done this morning just before work.. so the pic doesnt show that as it is a couple days old... minor change really..
Also have made his weapon as seen below.
A little hard to read perhaps because there are no textures. However, It has a steel head with spikes, and the steel runs all the way through to the end of the handle, which is made of long thick bones clustered together. On the steel head, there are 4 screaming upside down faces with the larger spikes coming out of their mouths.
Texturing plans for that will be to make those steel faces scuffed and scratched, etc... shiny.. coagulated (sp?) blood stuck in some crevices, amongst other nice things.
02-13-2004, 09:42 PM
Nice work on the Model man, I'am not sure what you plan on doing with the finished work, is it to go into a game, then yeah watch your poly count, if its for fun, I say go all out, but with that many poly's, you can add some big time detail. I think the body has a great shape, it looks solid. I do think the eyes are too small, and there are alot of poly's in them. Its all an easy fix to tweak them. I think you have a great start to an awesome looking model.
Keep up the great work!
Looking forward to MTX Mototrax with Travis
02-19-2004, 02:51 AM
Well, my place of work is going through a real crappy time right now..
So have had plenty of time to sit in my office and UV map my giant. Pretty exciting..
Body will be on a 1024x1024, weapon on a 512x512 ..very exciting..
02-19-2004, 07:59 AM
Its, like cristmas and newyear for my eyes and modelingbrain.
Love the idea of the weapon ... TOP :)
If you skin as good as you model then this will be one of the coolest models here for a long time :)
I hope you are going to add something to his head area (not directly his head unless you come up with something even cooler then the weapon) because then the char has alot of variation.
Keep it up or I will have to come and find you and force you to keep working on him ;)
04-26-2004, 05:56 AM
I gotta tell ya, it has been embarrasingly hard to find decent time to work on this thing. Working on a couple titles at work.... time and mind consuming. So anyhow, just to keep the thread from withering out of existence, I actually did some work on this texture sheet today! heh..
The skin is coming along.. of course more finished in some areas, and very rough in others... anyhow, how she's lookin thus far..
I WILL finish this stupid thing one day.. by then the PS12 will be out, and this'll be the equivalent of Asci art..
more to come..
04-26-2004, 09:42 AM
I must say that is one interestingly triangulated model, did you do all that by hand or did you use some sort of optimizing tool? Looks great by the way
04-26-2004, 11:47 AM
Coming along nicely.
04-26-2004, 01:57 PM
Thats looking real nice man, love the proportions, maybe the shoulders could be littler bigger, and the texture looks gorgeous...
and that looks like fitting into zbrush normal-map workfloy perfectly...
also wonder about the triangulated way of doing it...
04-26-2004, 02:18 PM
Great work once again man. You're a good modeler but your textures really inspire me to continue working on my photoshop painting. Good job.
04-26-2004, 04:31 PM
Thanks all.. yeah, its comin along slowly...
As far as the SKIN skin goes.. the head, leg, back, toes, ear, forearm, hand, and half the front of the torso are still only roughed out.... overall lighting will be around how its looking so far on the upper arm and part of the front torso..
The geodesic modeling is all done by hand. I think me using it on this guy is kind of like a fish out of water. Normally it seems that modeling this way is saved for ultra low poly work... but old habits die hard..
Ill keep you all posted
04-26-2004, 07:36 PM
really nice work. Just checked your tutorial and tomorrow I go and buy a tablet :). Intuos 2 probably...
04-27-2004, 04:58 AM
He's coming along great man, lots of tactility to the skin. Lets see it applied to the model!
06-09-2004, 08:20 AM
The joys of work... also recently engaged.. never seems to be enough time.. i almost wish there were 40 hour days :P
Slowly chipping away at the tex sheet when i can (20 mins here.. 20 mins there)
Anyhow, as it currently stands...
Tons of only blocked in parts on the skin still.. but Im gettin to em once the clothes are finshed (tommorow time permitting!)
06-09-2004, 09:14 AM
Sweet texturing... when we gonna see the mapped mesh?
06-09-2004, 06:52 PM
I'd say its time well spent bro, no matter how long it takes. How about some alpha mapped tears and holes in his loin cloth to show some history? I cant get over that skin texture. Its looking very tactile. Im concerned about the placment of the nipple, but then again I dont see it applied to the model so...I could be wrong.
06-09-2004, 08:38 PM
Man, it's amazing all the people on this forum that have sick texturing skills.
Could you give me a rundown on how you get that skin detail?
At least a starting point. You'd be doing a good thing by helping a newbie out.
My Wacky Knight (http://www.cgtalk.com/showthread.php?s=&threadid=147967) My animation (http://www.cgtalk.com/showthread.php?s=&threadid=141895)
06-09-2004, 09:09 PM
I dunno, looks like crap Jon.
Disclaimer: AP and I are buddies. His work rocks.
06-11-2004, 07:39 PM
Update this weekend.. and perhaps a picture of it on the mesh too (I usually like to save that til its about 90% done)...
Bryan, Ill funk with it and see if I like it.. I dont want the guy to be grungy looking.. I almost want him to appear rich.. I have extra sheet space, I may make him some gold jewelry to accentuate that
pod - I have an old'ish tutorial on my site.. although those methods are out dated and not what I use anymore. Might give a decent starting point. Check out Bobo's video tutorial on his page.. thatd probably be more valueable.. or DarkHorizon's (I think that shis name) video tut for the HellBoy head
Super Ost.. youre my biotch.. quit making excuses and come get stomped at Poker night :)
06-21-2004, 05:04 AM
Sup all... been totally reworking the color in most places as the old stuff wasn't doin it for me. I've mainly worked with the arm, but you can see where it's headed now. Not just color slider adjustments.. but literally getting in ther ewith the brush and re-painting (you can see the swatches scattered around the image as dots).
Lol, I think Ive painted this guy about 4-5 times at least.. like a never ending personal project.. heh.. brought out a little sheen in the arm too.. havent really done it anywhere else..
btw I dig the new look for CGTalk.. very cool
01-17-2006, 07:00 AM
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