View Full Version : Game Art Comp 6: Bruce Campbell / Army of Darkness
03-16-2004, 01:19 AM
OK, like anyone could resist doing Ash.... Very few movies have played such a pivitol role in shaping the horror spoof as much as The Evil Dead series. Ash is one of the coolest good guys there is IMO. He always seems to be in the right place at the right time. Never fails to get the bad guy, and always seems to get the girl in the end.
I am hoping that this one will get finished... LOL. I already got off to a good start. Check out the pics below. One of my goals is to kinda test the water with some test scripting that I did in Max to help map, and texture Ash. I hope I can accurately explain the steps that I am going to take, as they are pretty much farther then alot of people go to do these things. Explanations are for later though... for now... I am off to rent the Army of Darkness on DVD, as the pics on the web just don't give me enough source to complete him. However... I did find some biographical stuff about Bruce, which will lend better to face shape and getting all the dimensions down that I will need.
Well... On to the pictures.
03-16-2004, 02:02 AM
w00t!!! one badass movie!!!
Model looks pretty decent so far. hard to tell with the temp texture applied but looks like its off to a good start.
cant wait to see him finished :)
03-16-2004, 02:47 AM
I thought about him but i couldnt do the badass justice!!
03-16-2004, 04:26 AM
army of darkness is one of my favs..my wife hates it, so I watch it to annoy her sometimes...
great choice!! good luck:)
03-17-2004, 05:20 PM
Well... I meant to go slow... just not this slow. I actually lost a key script that I had done a year or so back. So I had to take some time to redo it.
You can get this script HERE (http://www.lod3d.net/3dfiles/brucecampbell/Mappertool.ms). It was made in Max 3.1, but probably would work in Max 4, 5 and 6 as well as Gmax. You will have to know a bit of scripting to use it, as I haven't had time to write a gui for it.
So this is gonna be a small tutorial/showoff of this script. It is pretty involved, and a radical way of mapping. It involves the camera map ability of 3ds Max. Since I am not going over the camera map it's self, we will suffice to say, that I have a mesh already built using this photograph as a base.
for my model of Bruce, I actually used 3 different maps, all directional, to get the proportions and likeness. I am using this 1/4 view to get the majority of skin tone and overall features. Later on, I will use this, along with screen shots from the movie to get an absolout texture for it.
OK, first thing's first. Here is the mesh, using the camera map. All this has been applied, and I actually have shown this mesh, and map before.
You will notice there is a second "unwrapped" mesh. I did this to get the mesh out into the open. It is hand unwrapped, so there is no easy way around that part. But... As opposed to the standard mapping procedures, this one retains a normal front, with little distortion. As I can control all of that by simply moving verts around. I also disjoined the top of the head, and swung it to point upward like the face. (This method works by Face count, not by vert count, so you can do things like this.)
Next part would be to get the working mesh into a usable position. (This will all make sense in a bit.) The script function "flattentofit()" (written "flattentofit selection") will make this work mesh into a flat uvw mesh. (simply put, it takes that mesh, makes it flat, and makes sure it falls within a specific 1x1 unit area.)
OK, now with that one out of the way, the function "takepicture()" is used. it makes a 1024x1024 map out of the 1x1 area used with the uvw mesh.
03-17-2004, 05:21 PM
Simple so far? Well... this is one of the areas that needs to be fixed in a gui. But it is simple to get around. In the user defined data (edit, properties, user defined data tab), you need to type in the name of the mesh you are going back to. (i.e. My original mesh was named "head", so i write "head" in the user defined data. Make sure not to press return.)
Next, use the function "restoretvface()" (written "restoretvface selection") With the proper name in place... it takes the uvw mesh, and re-applies the vert coordinates as uvw coordinates. It also does a couple of other things too, so it takes a little bit of time.(namely, verifies the uvw structure.)
Now you get something like this. Looks nasty doesnt it. But you will have to remember that the uvw coordinates for the entire mesh just changed. So you will have to apply the picture you took before to the new mesh....
Now that.... looks alot like the original... until you edit it's uvw's. Then it looks nothing like it.
There also is 1 more function in the script... "flattenTVface()" (written "flattenTVface selection") This one takes an existing mesh, and transforms it into a uvw mesh. It pre names the object in the user defined data, hides the original, and allows you to work on it. The original design was to take multiple meshes, and apply them in this way. Each mesh being a camera map, or individual bitmap. In the end, you would come up with a single map. all created from multiple maps.
quite nifty eh?
Oh well.. Work will continue, as now I have more then enough source to do this model. Hopefully I will be posting more by the end of the day.
03-17-2004, 11:53 PM
OK, next update...
I am still fighting the likeness a little... I think it is more because Bruce is so Animated in the films he plays in... and this... for the time being is very un-animated.
I will hopefully pull the bugs out by the end. I did supply some standard screen shots to give a feel for the geometry side of it, I am pretty happy with it so far.
Any crits or comments are welcome.
03-18-2004, 01:08 AM
That looks really nice! Though, i see one of your problems.... ash's head is a little longer... if you know what i mean... his head is supposed to be long and slim ;) hope that helps! You're off to a great start... so, i wish you gl in the competition!
03-18-2004, 07:50 AM
NIce start, its coming along just fine.
A few crits.
His head needs to be longer. And his jawline needs to be stronger. The back of his head needs to be less long.
03-18-2004, 03:36 PM
any good areas to go to about game modeling using maya?
03-18-2004, 11:43 PM
Sorry, I don't know much of anything about Maya. Wish I had it to at least play with... but it would probably kinda be like beating a dead horse. Game models are game models. I can do alot with Max, so Maya isn't so much an alternative for me.
Well.... Hopefully I am dialing in the head a bit closer. Everything I did, I still can't see what I want so much, but it is getting better.
Up to about 1970 tris as it sits, still a few more things to add. Additions to the hair, to give it the look he has in the movie... and I think eveyone would shoot me, if I didnt add the chainsaw and Shotgun. Hopefully I can get all that inside the next 2500 polys.
Any crits on the poly structure. I am not perfect in that area, but I did want to leave enough structure for movement not to adversly affect the model. That is one of my big concerns at this point. That, and I need to finalize all of my geometry so I can throw a skin at it... ;)
03-19-2004, 05:32 AM
cool. off too a quick start. maybe a little more geometry is needed though... especially in the abdomen. also looks a little square and blocky :). good luck.
03-19-2004, 05:50 AM
The abdomen is a steel plate... :(... it won't move in the game, and would look funny if it did. I will get to work on the blockyness though, thanks for the crit
01-17-2006, 05:00 PM
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