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derwolpertinger
10-16-2002, 07:58 PM
so here is my new character. :D
i yet dunno if i will model a body, too but maybe...
at the moment things to do are:
-add wrinkles t the forehead
-add some big wrinkles of flesh to the neck
-add teeth and tongue
-maybe add short but thick horns to the forehead

so what do you think of it?


http://www.derwolpertinger.de/cgpics/head-01.jpg


and a close up (ears really caused some pain in the ass..)


http://www.derwolpertinger.de/cgpics/head-02.jpg

AdamT
10-16-2002, 09:37 PM
Excellent!!

Ears *are* a pain in the ass.

Per-Anders
10-16-2002, 10:03 PM
excellent work derwolpertinger. :thumbsup: now get that baby textured

kiwi
10-16-2002, 10:21 PM
Great work :thumbsup:



Add me to the "I hate ears club as well":D



Stu.

chris_b
10-17-2002, 12:01 AM
excellent modeling derwolpertinger ... :thumbsup:
I'd love to see a wireframe and/or your HN cage!

-c

derwolpertinger
10-17-2002, 12:01 AM
thx for the comments guys! :D
now i think about modelling a whole body and i need your suggestions what type of cloth armor or whatever he should wera-any ideas would be greatly appreciated! i am thinkin of a fat body with too short arms and legs but too big hands and feet in contrast to it.

CosmicBear
10-17-2002, 12:07 AM
excellent modelling-job!

the fat-belly-guy is a great idea. i would give him short legs too, but wouldn't make the arms too short. i would suggest giving him more of a gorilla-anatomie. bend him down a bit, so his shoulders and arms hand a little bit forward. i would let him wear only pants with a huge belt and some gagets attached to it (little leather-bag, floak (right word? - trinkflasche), some kind of weapon maybe and let his belly hang over it.

randyrives
10-17-2002, 12:41 AM
Excellent model. Did you use box modelling or did you build your polys manually?

derwolpertinger
10-17-2002, 01:24 AM
damn!! whole message got deleted cause the server was too busy again!!:annoyed:

so once more:

@cosmicbear: great idea on the anatomy. guess i gotta get myself some goriilla reference pics now. :) as for the pant i am thinkin of a 3/4 pant and some leather boots that aren't tied.

@randyrives: i mainly used boxmodelling but i also built up some polys by hand for example for the wrinkles and in some difficult areas.

and here are the wires. i've chosen to show you the unsmoothed mesh cause you can see the polys way better there. but if anyone wants to see the smothed mesh, too just tell me. :D



http://www.derwolpertinger.de/cgpics/head-wire-01.jpg


http://www.derwolpertinger.de/cgpics/head-wire-02.jpg

CosmicBear
10-17-2002, 03:17 AM
Originally posted by derwolpertinger
as for the pant i am thinkin of a 3/4 pant and some leather boots that aren't tied.

yeah, great idea! i can imagine him walking around, tripping over his shoe-laces, falling on his face, getting up and grunting... http:///www.cosmicbear.de/icons/mischievous.gif

must be fun pure to animate this guy, although the weightshifting of the body with a big, squishy belly is probably a pain in the http://www.cosmicbear.de/icons/censored.gif in cinema...

can't wait to see some pics of the body :bounce:


[learned from previous 'server is busy'-incidence and always copy the message before i hit 'submit' http://www.cosmicbear.de/icons/grin.gif ]

Per-Anders
10-17-2002, 03:26 AM
ah... softik in v8 should help with the wobbly belly and make that a breeze.

CosmicBear
10-17-2002, 03:34 AM
hmmm, R8 sounds more and more interessting to me. wish i had the money...

... does someone need a kidney around here? :D
okay, i'm not going this far...

B2T:

i could also imagine him wearing some kind of harness, that cuts into his chest and belly. make his ears a bit pointier and you have a perfect oger

pit
10-17-2002, 01:24 PM
Hi DerWolpertinger -
Looks cool so far. As youīre still tweaking the model I have noticed some areas that could need some attention:
- the folds are very sharpe edged at the eye and the ear (and to long under the eye) - the line from nose to chin is not correct - the distance between the eyes is a little to big - and the ear is placed to high (should be between mouth and eye(brow)) - if you go by the rules of thumb for human anatomy - the overall shape of the head stiil looks a little blocky and irregular to me, maybe itīs due to the box modeling approach - dunno ( I personally donīt like box modeling that much - poly -> poly offers far more control over edge loops and the general shape of the model imo) That aside, your polycount seems pretty high for the model - is that intentional? Are you planning to use displacementmaps? I think you could come by with less - I have attached one of my fat characters for you to compare ( which undoubtly could be reduced too!)

Beside the one sharp fold, the ear really turned out great - well worth the effort!!!!
Ok - just my 2 cents hope youīll find some of the hints helpful.

AdamT
10-17-2002, 03:45 PM
Hi Pit,
According to your formula, your character's nose is six times too long, he has no chin, the eyes are too large and high on the head, the the mouth is too wide.... Point being, neither model is intended to follow the golden rules of anatomy.

NWoolridge
10-17-2002, 04:22 PM
Nice work!

I like the approach a lot, a great believable caricature (with a lot of character).

I would agree with Pit on the density of the control mesh; it seems too even, and too dense. Lightening up on the poly density will smooth out parts of the model that appear lumpy; that may or may not be a good thing in this context! Those lumps could easily be restored with textures, though, and a lighter mesh will animate better, especially when a body is added.

An example of using a greater amount of varaition in poly density (dense around areas where detail is necessary, very light where it is not):

http://www.bmc.med.utoronto.ca/c4d/newface.jpg

Just my 2cents, not to take away from the good work...

Nick

pit
10-17-2002, 05:25 PM
@ AdamT: lol:) the point of my attachment was to show a lower poly count (read Nickīs answer) on a similar fat character, not anatomy - donīt mix it up. Besides that, my model is pure fiction and the character of der Wolpetinger is build/relies upon humanoid anatomy and is recognised as such - so u shouldnīt compare the characters as such(- which wasnīt the point anyway!) It was meant as help/hint (which this forum is all about, right?)

@ the Wolpetinger: Sorry to get off topic in your thread - had to answer.

AdamT
10-17-2002, 05:48 PM
the point of my attachment was to show a lower poly count (read Nickīs answer) on a similar fat character, not anatomy - donīt mix it up.

So what's all this then?

- the line from nose to chin is not correct - the distance between the eyes is a little to big - and the ear is placed to high (should be between mouth and eye(brow)) - if you go by the rules of thumb for human anatomy - the overall shape of the head stiil looks a little blocky and irregular to me,

Anyways, I know what you're saying--I was just being a little sarcastic. I don't think the proportionality rules apply to caricatures. :wavey:

derwolpertinger
10-17-2002, 06:25 PM
wow-what happened here? :D just cool down guys. :)

@pit: i am creating a highpoly character so don't want to lower the poly count.
and i also gotta say that i like the style it has right now. furthermore this guy is not going to be animated. as for the other crits, well this is not going to be a realistic human but more an exaggerated one. for some fantasy scene for example.

did not have much time today and won't have much time the next days so here is just a veeeery basic blockout of the body proportions. should i go with these?

furthermore i am thinkin' of modelling this guy posed cause there will be no animation and a bone setup with vertex maps and so many polys would also be pretty hard to manage.


http://www.derwolpertinger.de/cgpics/props-01.jpg


http://www.derwolpertinger.de/cgpics/props-02.jpg




BTW:IT IS NO MORE FUN BROWSING THROUGH THIS FORUM CAUSE YOU GET THE "SERVER IS TOO BUSY MESSAGE" ALL THE TIME. RIGHT NOW I AM TRYING TO SEND THIS MESSAGE SINCE 6 MINUTES NOW!

pit
10-17-2002, 07:30 PM
@AdamT: I had TWO remarks: one on anatomy and one on poly count/dense mesh(<- thatīs what the attached pic was all about - ok?!!) And now let us put it to rest - :beer:

Cheers
Pit

flingster
10-17-2002, 09:17 PM
derwolpertinger: nice work ...looking forward to seeing updates in the future....texture/animation etc etc....yeah yeah i know..."i just made the mesh"....but come on...whats keepin ya! heh heh.

as i said nice work.

H. Ikeda
10-19-2002, 12:46 PM
Hi,
He is a brother of Shreck? Nice character!
Position of thumbs is somewhat odd to grab something. Maybe you'll modify it.
Bone is very useful also for posing in stills. Keep on it!

cheers:applause:

derwolpertinger
10-19-2002, 01:58 PM
well it is just the veeeery basic shape. the hands are going to be deleted anyway. :) at the moment i am kinda stuck cause i dunno if i model him posed or not. it will be a pain in the ass to assign bones and weight maps but i think i'll go this way. when a lot of other work is done.... :(

derwolpertinger
10-20-2002, 12:08 AM
here is a bit of an update. still a lot to do but i wanna keep you informed 'bout the progress.


http://www.derwolpertinger.de/cgpics/body-01.jpg



http://www.derwolpertinger.de/cgpics/body-02.jpg

flingster
10-20-2002, 02:30 PM
very nice work...coming along slick.
when you see work like this it makes you realise how much talent there is in this forum....cos i just wouldn't know where to start on something linke that....totally impressed.

H. Ikeda
10-21-2002, 12:24 PM
Good progress! No fingers, but neck has been connected and hip, knees, others are well sculpted with skill. That's the way.
Anyway, I guess he is hungry, so let him have his fingers to eat something when you have time.:D

Thanks

derwolpertinger
10-21-2002, 01:04 PM
thx for the comments guys! :D
right now i don't have much time :( but i am currently building the hand.
btw. the head is yet not connected to the rest of the body.

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