PDA

View Full Version : Snori the Bogg


Texlon
06-21-2005, 03:11 PM
Hey folks,
a few days ago a friend a mine drew a little concept of a creature called Snori belonging to the species Bogg. I really liked the idea behind this concept right away and decided to model this guy in 3D and put him in a nice scene. I am working on him for few days now, on and off, so I spend about 5-7 hours on him in total. I am still open for critique so let me know what you think. Snori isn't finished yet, there's plenty of work that needs to be done... he'll probably get a jacket, pants, little accessories (club, bottle, bags...). My intension is not only to model him, but to texture and pose him for a scene. I might animate him too, if I have time for it, but that's secondary.

So I'll just stop here and just show you the concept first:
http://img172.echo.cx/img172/1792/boggs0zq.jpg

And this is what I made out of this concept so far. Notice that there are more or less small to big mismatches in the model, but these are approved by my friend :deal: :D

http://img74.echo.cx/img74/2361/snoritotal8xe.jpg
http://img124.echo.cx/img124/4629/snoriclose7xp.jpg
http://img124.echo.cx/img124/5541/snoriside4ja.jpg

Please let me know what you think, any critique is welcome.
Wires and more pictures will be posted later.

Leon

Texlon
06-22-2005, 07:27 PM
Alright, I am back with an update. I changed some muscle proportions, and added a few details around the body. Snori now got his nipples and a bellybutton :D plus I added an additional rip and modeled his forearms. I tightened his neck tendons and cleaned the overal mesh from tris that could be exchanged by quads. Yeah this is about everything I did in the little time frame I had. Let me know what you think about the topology, I want to pose him, so I need a topology that deforms nicely. Well, I'll fix small issues but ... Let me know if you need different views to judge the topology.

Btw. I anybody know a decend method to render out a wireframe rather than take screens and assemble them in Photoshop, please let me now. Screens suck :D

http://img249.echo.cx/img249/9624/snoriupd6bk.jpg
http://img249.echo.cx/img249/3172/snoriupdw5oi.jpg

JackZhang
06-22-2005, 07:33 PM
this is nice. i love this. nice concept, clean mesh. my style!
woohoo! way to go!

Gabriel Askew
06-22-2005, 07:49 PM
Wow, cool character! You get a personallity from him already ( a gentle soul, loves long walks on the beach right?). Anyway, most of the anatomy look spretty good on him, but the pinch in the arm between the deltoid and bicep bug me a little. Not so much on the front (bicep side) but on the back where the tricep would go up into the deltoid. I don't think its very off, just a little more mass right there in my opinion. Or maybe the bulge of the tricep just needs to be pushed up towards the deltoid a little so it is offset from the bicep's bulge more.
As for wireframe rendering, in max if you don't like the regular wireframe map that looks hollow like chicken wire ( I sure don't) then you can apply a material that is face mapped and apply a map a gray box with a thin black border. I'm not sure how you would do this in maya, I assume there is a way to map every face. Anyway, keep up the good work.

Texlon
06-23-2005, 12:36 AM
Cool, thank you guys very much :thumbsup:

Gabriel Askew:
Well, yeah you're right with the shoulder problem, I already noticed that but can't get a decent solution. I think I should have fixed this at a stage were the mesh wasn't that dense, because now it's a pretty arduous job don't you think? I really don't know were the start and were the loops should flow along. I exactly know what you're talking about but have no idea how to solve it.
I have two images below, a fornt and a back view of the shoulder. Do you mind helping me out a bit by marking/drawing the edgeloops I need to change/create/delete? just roughly, as a little jump start. I would really appreciate it.

http://img185.echo.cx/img185/1334/shoulderfront0fa.jpg

http://img185.echo.cx/img185/801/shoulderback2rf.jpg


Btw.: I'll probably post updates tomorrow or friday, wanna solve this shoulder prob first to be on the save side when continuing.

pyraxis
06-23-2005, 01:59 AM
I love all the sagging flesh!

Only thing that bugs me is the spine. It looks a little too much like a seam, and some of the bumps seem wider than the others, giving the appearance that the skin has been stretched from left to right without much muscle underneath. Also, you could add a little asymmetry to the teeth.

Other than that, really nice work.

Gabriel Askew
06-23-2005, 04:05 PM
This might be a bit exagerrated.
shoulderback_ga.jpg (http://attachment.php?attachmentid=&stc=1)
shoulderfront_ga.jpg (http://attachment.php?attachmentid=&stc=1)

I don't think you necessarily need to add detail, I think you can pull what you have out and make a small bulge for the tricep. Although its hard to tell until you subdivide it.

Texlon
06-23-2005, 04:22 PM
Aha ok, I thought you were refering to somthing like that here, were the shoulder loops flow around the deltoid. I can't get the loops to flow around there without creating tris. I had a look at other model, more human though, and they have deltoids flowing around the shoulder joint rather than entirely enveloping them like I have. I think this might cause some trouble when I rig him. Any ideas on this topic guys?
http://img221.echo.cx/img221/5788/shprob7no.jpg

pyraxis: Thanks mate. Yes, I am going to alter the spine anyway, make it bonier...

Gabriel Askew
06-23-2005, 07:25 PM
Well, for adding the tricep in the back, you can simply select the polygons in that area, extrude and then scale them, that will keep your quads. You'll have move the vertices around to smooth out the bump at the top of the extrude area. As for solving the problem of the loops flowing around the deltoid so that they better describe the muscle... thats kinda tough. Let me think about it.

Gabriel Askew
06-23-2005, 07:47 PM
okay, I don't know how well this will work on your model but I roughly demonstrated it on one I have here (I don't have any better models with me right now cause I'm at work)

Texlon
06-25-2005, 04:21 PM
Hey guys,
sorry for the lack of updates, I had very little time to work on him lately.
But here I am with updates now. I fixed the soulder (not 100% satisfied yet), modeled the foot (don't really like it, please post some critique), and fixed some minor muscle shapes/topology.

Btw.: Why are there so few replies but many views on this thread? What's wrong with my thread/model/concept?

http://img238.echo.cx/img238/7866/feet3bc.jpg
http://img152.echo.cx/img152/9850/new13eq.jpg

http://img238.echo.cx/img238/8493/foot9fd.jpg

Gabriel Askew
06-27-2005, 03:25 PM
Hey texlon, I think the shoulder looks better, it doesn't have that pinch now. As for the foot, two things stand out to me. The toe nails, especially on the smaller toe look too far up and should pushed out toward the end of the toes. And the inside of the foot around the bottom and arch looks too smooth, I think maybe it needs a little more definition to define the ball of the foot and the heel. The outside of the foot looks pretty good to me.

JackZhang
07-02-2005, 10:27 PM
lol. hey, i was the first one who replied it alright? u don't expecting me to reply every single day do ya? everything i want to say is more towards personal taste so i'd rather keep them. u r xsi user right?

Texlon
07-06-2005, 02:12 PM
i was the first one who replied it alright? u don't expecting me to reply every single day do ya?Well, first and foremost it was not related to you personally, but to universality. And second I just wonder why there is so little interest in my thread. Anyway, I continue working on him and posting updates here for those who are interested in it.

Another point: Should I delete some of the images and put them together in smaller pictures? It seems that I somewhat overdid it with posted images. This thread is flooded with pictures, and this might deter dial-up users. Any ideas?

Ok, back to topic...
Well, I am sorry for this long break of updates, but I am not constantly working on snori. I work on him on and off, and I really don't wanna bother you with small updates like added wrinkles, and little fixes in the topology. I modeled him some pants and fixed some small issues. I don't have the hands yet because I have difficulties in finding the right design. Any cool ideas on that? I am totally open for any ideas and critique...

Bye,
Leon aka Texlon

Edit: Gabriel Askew: thanks, I already fixed the food. I'll post pictures when I got more stuff to show, don't wanna flood this thread.

JackZhang
07-06-2005, 04:28 PM
i have a hand thread in this section. but i don't think u will need any assit for making a hand. i'm sure u can do well. i guess not many reply here because this mesh is a myth-type. it's kinda hard to give comments on many aspect such as the accuracy of the anatomy. i guess when u starts the accessories (cloth, weapon etc), the thread will gets more comments. and then when u get to texture, lol, u will have loads of replies.
nice work so far, just want to see the completion of the whole body. also if u can try zbrush, create nice displacement map for your charactor, make more details on the skin, that would be much more impressive. good luck dude~:thumbsup:

CGTalk Moderation
07-06-2005, 04:28 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.