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Colin77
05-14-2004, 07:20 PM
Hi All, After lossing this post to hackers i though for my own motivation to complete the character i'd repost. here we go

Reference

http://homepage.ntlworld.com/colinmorrison/assets/renders/SPEC_SM_6.jpg
http://homepage.ntlworld.com/colinmorrison/assets/renders/Spidey-Oct.jpg
http://homepage.ntlworld.com/colinmorrison/assets/renders/specspidey.jpg

First WIP
http://homepage.ntlworld.com/colinmorrison/assets/renders/PP-TSS-Spderman_WIP.jpg





Cheers
Col

Colin77
05-14-2004, 07:22 PM
Second WIP
http://homepage.ntlworld.com/colinmorrison/assets/renders/PP-TSS-Spderman_WIP2.jpg

Third WIP
http://homepage.ntlworld.com/colinmorrison/assets/renders/PP-TSS-Spderman_WIP3.jpg

Thanks,
Col

Nicool
05-14-2004, 08:04 PM
Are you modeling a low poly character? Because you could perform the mesh a lot... Especialy by reducing polygons number at legs and shoulders. Otherwise, good model though !

Steyn
05-15-2004, 12:58 AM
Bwahahahaha, hooohahaha, heheheee, A person can slightly spot English isn't Nicool's first language.
anyway, what bothers me is all the detail you put in the upper legs, but you can't see it when rendered. try easing up a little bit on the polys there, otherwise I completely agree with Nicool, that is one hell of a god model.

the_zed_axis
05-15-2004, 02:51 AM
dude i am working on the same character concept arghghgg

u dont need those polys to define the leg muscles let the texture do it for you

Colin77
05-15-2004, 03:29 PM
Cheers,

Thanks for the updates. (why do i feel the need to make a 'GoD' character now. white beard and all. hehe!

i started the excercise as a learning process for anatomy, so i wanted to see what count i could get to make a nice solid mode. i've cut some detail out in Update 3 but didn't add a Wire update. i'll do that when i UV him for the next update.

Thanks all,

Col

Nicool
05-15-2004, 09:09 PM
Steyn : stfu I don't understand why it make you laugh like this... Forgetting a letter in giving some advises to a mate does not deserve your reply... The more, I would be happy to hear you speaking french as I speak english dude!

Colin77
05-16-2004, 11:36 AM
Try This out. Not sure what the thoughts on 3d web stuff is but here is something i tried this morn to see if it's a good way to show work.

You may need to visit here first:
Cult3D Viewer download (http://www.cult3d.com/download)

LMB drag=Rotate
MMB drag=Move
RMB drag=Zoom
Spiderman-Cult3D (http://homepage.ntlworld.com/colinmorrison/assets/renders/Cult3D/MOnster.html)

Thoughts?

Col

itsKev
05-16-2004, 12:26 PM
cool I can spin him

ok, neck, anckles and the wrists from above all look to thin to me

also his waist but that might just be cos he's got no ass

other than that coolness

Gemini82
05-21-2004, 07:37 PM
Hey you should do the Ramos Green Goblin

dubge
05-21-2004, 09:58 PM
I agree about the wrists and ankles. Just a bit to thin. adding a butt will def help. really cool spidy man. the spinner works great!!

Lekku
05-22-2004, 11:02 PM
His neck seems too thin, compared to the reference, and I think his waist needs a little more width.

Jonny Bubonic
05-24-2004, 04:04 PM
Hi...just replying to the comment about reducing the polycount in the shoulders. I disagree with this totally, and would even consider adding another ring of polys around the shoulder area if you plan on doing any animation with him, especially since it's spidey, and he's surely going to be in some pretty extreme poses :D I do agree about the poly distribution in the legs though, and having the arse crack modelled in is maybe a bit excessive :P

Lekku
05-24-2004, 06:06 PM
What was your poly count? The layout and poly disbursement is great, but I think you need to capitalize on your anatomical geometry - you have cuts in the thigh for muscles , but they don't stand out. Try exaggerating the muscles a little, to make them stand out. Shading the texture properly can help in this area, too. I really like the build for your torso, especially at the traps and shoulders.

I just noticed on the 3D viewer - there's a pinch/fold at the top of the neck, under the skull. Is that intentional?

Colin77
05-25-2004, 11:58 PM
Lekku: poly count was about 2500 Tris. (i'll have an exact figure next update) it's a bit of a cheat on this character as he has no facial definition so is ave tons in that area.

Leg muscles, defo need tightening. i was adding these polys as i have no experience in high poly and wanted to see if i could benifit my anatomy knowledge. i've cut the count in the legs down in WIP3 above.

shoulders and hip areas have me a bit anxious, spiderman can throw some serious shaped so i need a good rig, thinking of looking at the demo of CAT for max! seems super customisable.

agree on neck, wrists (especially) and ankles although in some more dynamic poses the drawing by ramos have these shapes pushed. i don't think fattening the waist or bum would help as i don't want him looking too realistic. i love the style too much and i'm hoping this is the begining of a set of characters.

the pinch at the back of his neck is ment to be a crease from his hood, saw it in a few sketches, but since u had to ask i haven't successfully sold the shape.

my next update will have to be a textured one. i've had a considerable amount of work on and neglect this fun model alot. you comments and crticisim are a great help and motivation to continue, thank you all and wish me luck:D

the_podman
05-26-2004, 12:56 AM
Gotta agree with Jonny Bubonic, if you plan on taking spidey out for a spin, keep the polys. Also, since it's a very stylized version of him, maybe you'd want to rigg em with some stretch in the legs and arms.

Personally, I'd like to see the fellow animate. It'd be cool! Most people posting stuff on CGtalk always stop just short of rigging. I have found that I've had to "rethink" my modeling process after I've realized that characters have gotta move.

You're stuff is just screaming to be animated! You other Burt character would also be VERY cool animated with some facial blendshapes/target morphs.

I like it!
Hey, I like the Cult3D thing. Been messing with Quest3D myself. Nice to actually see a realtime model in.. well, realtime.

the_podman

DirtROBOT
05-29-2004, 03:43 AM
Looking great!

Couple of comments:
Fatten him up, I realize you're nailing the style quite well, BUT when animated and somewhat antialiased (whether on TV or on the computer) those thin wrists and ankles will vanish!

His arms in the front silhouette are lacking some curves.

You'll probably get some pretty good deformation with your geometry distribution as it is, but don't be afraid to make a quick rig to test it out and adjust accordingly.

When your guy is textured, that detail on his quads will not be noticeable, especially in motion. You could save some polys there.

Cheers,
DR

dmonk
10-06-2004, 06:02 PM
Excellent work. I am a big fan of Ramos and think you've done a great job!

Gemini82
10-06-2004, 06:56 PM
dude I love seeing your work. Great job. How about you model a John Romita Jr. version of wolverine next.

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