View Full Version : Flange - normal mapped
Ghostscape 05-05-2005, 06:29 PM I'm taking a crack at modelling Flange, a concept by James Hawkins (http://www.hawkprey.com)
Concept:
http://www.hawkprey.com/flange.jpg
My progress so far:http://www.rit.edu/%7Empc2613/flangewip1.jpg
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Ghostscape
05-05-2005, 06:51 PM
quick update - the old shoulders did were completely anatomically impossible.
http://www.rit.edu/%7Empc2613/flangewip2.jpg
johnwoo
05-05-2005, 06:53 PM
:thumbsup: ...That's a real nice character you picked to model Ghostscape....keeping my eye on this one...btw what polygon count you aiming to create this within?
Good stuff so far...:)
Ghostscape
05-05-2005, 07:08 PM
I'm looking for somewhere in the realm of 3500-5000 polys when I'm finished, but right now I'm just working on the high poly mesh, and I'll model the low poly afterwards.
Ghostscape
05-05-2005, 09:01 PM
More updates!
http://www.rit.edu/%7Empc2613/flangewip3.jpg
Ghostscape
05-06-2005, 12:37 AM
More updates.
In other news, I hate modelling people. I used the "trace the face and pull it out" technique outlined here (http://67.15.36.49/team/Tutorials/3d_stylisedhead/stylisedhead01.asp), but I'm finding it really awkward.
http://www.rit.edu/%7Empc2613/flangewip4.jpg
Beaneh
05-06-2005, 01:39 AM
That's an amazingly sexy lawn mower, when she's done and if you do it right, I'll hire her to mow mine :D.
Looking good so far, really looking forward to seeing this progress.
iansnyder
05-06-2005, 02:04 AM
Hey, I really like the model and the design! As far as that "pull out the face" technique, it may work well for some people, but that seems really weird to me. Have you done any heads before? Here is a tutorial that shows sort of how I do my heads; just the regular box-modelling method, but it usually gets pretty good results, and you get a good feeling for the shape of the head from the start.
http://www.comet-cartoons.com/toons/3ddocs/headpolymodel/
Hope that helps with the face, the rest of the model looks great! Oh, and the face definitely isn't bad, but I can see the "awkwardness" :) Keep it up!
Ghostscape
05-06-2005, 02:05 AM
More updates! I need serious help with this face. I'm modelling it after these reference photos of Ryoko Hirosue.
http://www.rit.edu/%7Empc2613/ryosmall.jpg
and here is a close up of the face.
http://www.rit.edu/%7Empc2613/flangewip5.jpg
It's looking really nice so far, although the face is too hi-res right now (especially when compared with the armor). The shape/proportions don't look noticibly off to me,though.
Ghostscape
05-06-2005, 03:09 AM
I wasn't really clear with this before...the model is the hi-res normal mapping source...I'm going to make the low poly after I make the hi poly...The armor is like 6k polys already, and the head is a ton more.
I've tried normal mapping before going low->high poly, but I've never really felt it was very successful, so I figured I'd do it high->low. This is actually the first hipoly model I've done since my days of learning 3ds Max with a character made out of primitives and some modifiers :)
utchamp
05-06-2005, 05:01 PM
Looks good...like usual!
the face is almost too much like a pattern. Try putting in some more personality around the eyes and eyebrows.
also try to make the jaw and cheek more defined.
Her lip also looks weird, too much shape too it, the ref. pics. don't show that much shape to her lips.
johnwoo
05-06-2005, 08:13 PM
Good work so far on the body armour Ghostscape :thumbsup:, but could you post just the mesh of the face aligned to the ref images please?... what's the polygon count so far tho'?
Cheers..
Ghostscape
05-07-2005, 01:45 AM
She's at 8300 triangles at the moment, with 1300 in the face according.
Face wires:
http://www.rit.edu/%7Empc2613/flangewip7.jpg
Face:
http://www.rit.edu/%7Empc2613/flangewip6.jpg
Thanks for the assistance with the face, this is only the second full human head I've modelled, and it's obviously showing.
johnwoo
05-07-2005, 08:08 AM
Cheers Ghostacape :)...from what I notice the front view is very accurate where as the profile is not, your not too far away, it's the actual silhouette and profile depth that is not so tight, seriously not a biggie and can be addressed, also I would've personally modelled the mouth more neutral (but looking the concept her mouth is not really visible) so it'd be easier to pull different expressions when rigged and weighted oh and btw the polygon count for the head, I usually go for 1100-1200 faces so imho your on the right track it's just the profile that's needs tweaking...good work so far dude:thumbsup:
Ghostscape
05-09-2005, 01:46 AM
My whole mouth/lips are wrong, right? Something isn't reading correctly, and I'm not sure how to fix it.
http://www.rit.edu/%7Empc2613/flangewip8.jpg
Ghostscape
05-09-2005, 03:05 AM
so I'm remaking the head and already liking the edgeflow around the eyes a LOT more.
http://www.rit.edu/%7Empc2613/flangewip9.jpg
-KDX-
05-09-2005, 03:13 AM
since it seems to me from the concept that the focus is REALLY not on the face, I think you should spend less time on that...just my opinion. But if you are just wanting to practice facial modeling, more power to you.
I think texturing should be fun, and I love the concept...you chose a good subject!
-KDX-
Ghostscape
05-09-2005, 03:26 AM
wow, this feels like it is working a LOT better than the previous face.
http://www.rit.edu/%7Empc2613/flangewip10.jpg
Ghostscape
05-09-2005, 03:28 AM
since it seems to me from the concept that the focus is REALLY not on the face, I think you should spend less time on that...just my opinion. But if you are just wanting to practice facial modeling, more power to you.
I think texturing should be fun, and I love the concept...you chose a good subject!
-KDX-
It pretty much comes down to that...I really want to practice facial modelling. Plus, I think having an awkward or unbelievable face would detract significantly from the rest of it.
This is pretty much just a learning project, so I'm trying to go all out on it.
Ghostscape
05-09-2005, 04:33 AM
Wow, in less than 2 hours I remade the face and am infinitely more happier than it. It isn't perfect yet, but I used a different technique and enjoyed the process much more.
http://www.rit.edu/%7Empc2613/flangewip11.jpg
Previously, I used the "trace the edgeloops and pull out the face technique" as I mentioned earlier. This time I followed a more traditional boxmodelling approach, which I am much more familiar with. I checked out the comet cartoons link that iansnyder posted, and then re-read Poop's tutorial (http://www.poopinmymouth.com/process/character_tutorial/character_process_page_2.ht and everything sort've clicked. I modelled a shape sort've like this:
http://www.poopinmymouth.com/process/character_tutorial/head_1_0.jpg
but without the nose and mouth...just a very basic outline. Then I cut out the nose/brow edgeloop sort've like this:
http://www.comet-cartoons.com/toons/3ddocs/headpolymodel/13-edgecuteye.jpg
and then made concentric edgeloops inside it to get the eye. I selected the innermost eye and hit the meshsmooth button once to go from a hexagon shaped eye into the current shape, and then removed an extra edgeloop in the eye area. I shaped the bridge of the nose and the eyes, and added some edgeloops around front of the face to underneath the chin. Then I made a mouth edgeloop, made several more, and connected parts of the top and bottom lip to get the philtrum and the bottom lip. Then I added some loops from the bridge to underneath the nose (nostril area) and pushed in the area around the nose to sort've relief-cut the nose out of the face. Then it was just cleanup work and a lot of using meshsmooth to help isolate weird dimples, etc, as they magnify under the smooth.
I hope that is legible, but it's mostly there for my benefit, because I'm going to wake up tommorow and wonder what the hell I did.
Oh, and the tri count of the new head is 590, which is great compared to the other one.
hanzo
05-09-2005, 06:45 AM
Ghostscape.... dude heads are you weakness! sorry I know that doesn't help much ( hit me )
I really like the Armour, super cool that way
but on the real, this is very good practice remaking the head it will give you more experience but you don't actually need to re model the face you could just repair the topology of the old one, it wouldn't be that hard. :)
--hanzo
head topology ref
http://67.15.36.49/ffa/tutorials/max/joanofarc/head1.asp
http://67.15.36.49/team/Tutorials/3d_stylisedhead/stylisedhead01.asp (http://67.15.36.49/team/Tutorials/3d_stylisedhead/stylisedhead01.asp)
Ghostscape
05-09-2005, 10:38 PM
I've seen Athey's head tutorial before, and I've heard about the Joan of Arc tutorial a lot, but I've never seen the head part of it before. It was pretty helpful.
Anyhow here's the model with the breasts reduced to their original size (the supersized breasts were suggested by a friend, and he's pretty much the only one who liked them.) and arms (third attempt at them :)
http://www.rit.edu/%7Empc2613/flangewip12.jpg
Ghostscape
05-10-2005, 03:05 PM
Bride of Gumby!
http://www.rit.edu/%7Empc2613/flangewip13.jpg
Ghostscape
05-10-2005, 03:39 PM
Gumby version 2.0 :)
Still need to refine the body a lot, I'm looking for good reference still.
http://www.rit.edu/%7Empc2613/flangewip14.jpg
Ghostscape
05-10-2005, 05:31 PM
Anti-Gumby
http://www.rit.edu/%7Empc2613/flangewip15.jpg
johnwoo
05-10-2005, 06:02 PM
I'm liking the proportions of those legs Ghostscape:thumbsup:...1 tthing I generally tend to do when modelling (it applies to pretty much everything) I always go for a really low polygon blocking out stage then when I'm happy with that I start carving out the detail, this goes for faces, torso's, limbs you name it:), maybe it's not adding any more polygons at this stage if you wer'e planning too and start sculpting out some detail, imho you've got enough edge loops to get decent detail from, as for the face you got the front view sorted, but still the profile is bothering me, maybe worth applying a temp texture to it and seeing how it fits, all the same REALLY diggin the armour, it's coming along nicely...:thumbsup:
Ghostscape
05-10-2005, 06:46 PM
More better!
http://www.rit.edu/%7Empc2613/flangewip16.jpg
Ghostscape
05-10-2005, 08:58 PM
Boots:
http://www.rit.edu/%7Empc2613/flangewip17.jpg
Not done yet, but we're getting there.
Also on the list of things to improve are the breasts, the arm guards, and a pony tail/finishing up the helmet.
_moonFlow_
05-10-2005, 09:38 PM
Nice. The concept is promising a lot... go on like this and I think it the model will look great :thumbsup:
Ghostscape
05-11-2005, 12:17 AM
More updates! Done for today, I think.
Still need to add hands, finish the boots, and detail out the little details.
http://www.rit.edu/%7Empc2613/flangewip18.jpg
CataFa
05-11-2005, 01:48 PM
Nice progress you got there. I think that the girl's shoulders need to be fixed and the lower body poly flow could be changed a little bit to improve the smooting.
Looking forward to this.
Por@szek
05-11-2005, 03:16 PM
I like this character. It's start more and more interesting. Only helmet should be moved a little forward, otherwise You should model ears. The are missing there.
Good job so far.
Ghostscape
05-12-2005, 10:13 PM
Still need to add the hair and finish up the headpiece.
Other than that, I think I have everything finished, minus the detailing (rivets, creases, etc.)
http://www.rit.edu/%7Empc2613/flangewip19.jpg
Does anything look wrong?
franklyn
05-13-2005, 12:18 AM
just a general thing that i noted is that u made everything thicker than it actually is in the cocept . i also found a few shapes that u misinterpreted
the armor is more like a top then a half cut suit of armor ..
http://img186.echo.cx/img186/8098/concept1xs.jpg
CataFa
05-13-2005, 08:12 AM
I like it, but i still think that the shoulders have something wrong.
I've attached and image to show you the area I'm talking about. I think they are too far from the chest.
Beastie
05-13-2005, 06:11 PM
I think your armor on the arms and back are too large. If you look they are more compact. Your model looks huge and bulky. Fem the armor up alittle.
gasmask
05-14-2005, 01:40 AM
id also add way more polys if you plan to normal map this unless ur trying to make this mid to high poly level first, but yeah your face still looks kinda weird and the proportions and shape of the figure need work, also the armor but that was already noted.
Ghostscape
05-15-2005, 03:53 AM
Beginning to add details to the model for normal mapping.
http://www.rit.edu/%7Empc2613/flangewipdetail1.jpg
Concept for her bike:
http://www.rit.edu/%7Empc2613/bikesmall.jpg
frank: I know that I have bulked up a lot of the concept...I haven't been trying to faithfully recreate it, and purposefully made the bracers different than the concept art. I also added more pipes to the armor piece, and the angling of the exhaust/jets on her back was intentional, as my ultimate goal is to put her on a futuristic motorcycle, and having the upward angled jets wouldn't work with her leaning forward on a motorcycle (they'd look like they'd push her into the ground.) If you look closely at the concept art, you'll see that her torso is actually really twisted, and what looks like 2 exhaust cylinders in the center is actually the left side of a 4 cylinders...but the right side is sort've greyed out like most of the rest of the right side of the concept. So there is some deviation. I definitely need to tighten up her back "handle", though, I made that super chunky and don't feel it looks right, either.
fihell: I adjusted her shoulder pads so they fit her arms better, they were sort've floating up higher and farther out than they should have been.
Beastie: How would I best go about feming up the armor?
gasmask: The wires I'm posting are for the hi-poly model, but I have yet to go through and add all the details...I'm working on that right now. As for the relatively low-polyness of a lot of it, those are the pre-smoothing wireframes.
Details cmoing along nicely.. though there's some suggestions..
Shoulders are still far too wide. Also make the whole breastplate more thinner and lift breasts up a bit too. It should look like it fits well and feels comfortable.. Good luck! :thumbsup:
Ghostscape
05-18-2005, 01:31 AM
Working on the low poly mesh. I brought the shoulders in, although the arms aren't in the low poly mesh yet - they were really far out there...I'm not sure why I didn't notice sooner.
http://www.rit.edu/%7Empc2613/flangewiplowpoly1.jpg
Ghostscape
05-19-2005, 09:34 PM
6,000 triangles exactly.
http://www.rit.edu/%7Empc2613/flangewiplowpoly2.jpg
SquirrelyJones
05-20-2005, 06:08 AM
I'm not sure what your workflow is, but my experience with normal maps is don't even bother with a low poly model untill the high poly one is finished or else you'le find yourself constrained by low poly geometry that will ultimatly need to be reworked. I did a car with the low poly first and became so frusturated that I gave up on it, but then I did a vending machine the other way around and it was smooth as silk.
You'le also want to keep your mesh as single object as possible. Looking at the shoulder pads, unless you take the whole thing apart to normal map it you'le have some strange artifacts. Also the more separate objects you have the less affective the normal map is because your creating more jaged low poly edges that don't look good compared to the smoothness of the normal map.
eyeronik
06-03-2005, 11:51 PM
Where you have placed cylinders into the mesh, you probably should be extruding from the it. What you need to do is use a cylinder for a guide and cut a circle out of the originally mesh and then extrude them out. There will be other methods but that is one.
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