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Ivars
08-09-2005, 05:50 PM
I made this character to use for animation. I also wanted to make a mesh that deforms well, and I think it does :)

Mesh is 1770 tris.
And the texture is one 512x512 bitmap.

I haven't really fixed the texture seems that much though...

http://www.igorbazooka.com/3d/gladiator_render_01.jpg

http://www.igorbazooka.com/3d/gladiator_render_03.jpg

http://www.igorbazooka.com/3d/gladiator_render_04.jpg

Please comment :thumbsup:

Saramago
08-09-2005, 06:09 PM
I really like this character very funny. mesh looks good textures could do with more depth/range in the palette and more contrast between highlights and shadows.
Have you done any anims yet?

the_podman
08-09-2005, 06:15 PM
Always love your work, Ivars, and this one's no exception. Beautiful model and nice delicate texturing. I like the soft contrast in the body, it looks convincing as muscles but I would add some hard darks in the underwear, gloves and boots.

Nice deformation for 1700 tris!! Are you using biped or bones?

I don't know if you have access to Photoshop CS 2, but there's this great new transform tool called "warp" that's been good for seems for me.
Also, neox wrote up a really nice tut on his thread that uses Max 7's render to texture feature to fix seems very easilly:
http://forums.cgsociety.org/showthread.php?t=242772&goto=newpost (http://forums.cgsociety.org/showthread.php?t=242772&goto=newpost)

-pod

baaah888
08-09-2005, 06:27 PM
I really like this character very funny. mesh looks good textures could do with more depth/range in the palette and more contrast between highlights and shadows.
Have you done any anims yet?

agred with that, he looks kind of plain colour wise. how is this piece going to be lit? cause maybe the lighting will bring up the details which at the moment look a touch flat.

Ivars
08-09-2005, 07:13 PM
Thank you guys.

Saramago/baaah888: Yes I agree, it's a bit plain. I added some contrast, you can compare the results for your self, but I rhink it looks better now that I've changed it.

http://www.igorbazooka.com/3d/gladiator_render_05.jpg

the_podman: I'm using regular bones. Nothing strange about them, just been messing around with placement and mesh topology. And thanks for the tips on the seems, that's a great tutorial. I'm using Maya, though, but it's a quite easy fix with the "3D Paint Tool".

http://www.igorbazooka.com/3d/gladiator_render_06.jpg

As for animations, I haven't really started with that yet. I'll post some when I've got some :)

AdamAtomic
08-09-2005, 07:22 PM
Friggin sweet proportions and volumes dude, it turned out great! There is a pretty visible mirror seam down the middle of this chest there, that could use some touching up. I'd almost like to see his helmet slots have a little more character, maybe try different shapes or something? The shoulders and hips look GREAT deformed, really stellar work there.

Saramago
08-09-2005, 07:23 PM
Definately better. I would say somewhere in between, but mainly it actually needs more colour in the body shadows (a little green/blue built up in low opacity soft strokes) and the helmet needs much darker colours in the shadows and some very sharp highlights.

Look forward to upadates this is a nice project.

dpizzle
08-09-2005, 08:02 PM
i'm at work, so i'll make this quick...
how should i put this...
i think his titties should sag more - there i said it.

other than that... looks awesome! great use of polys
helmet is gigantic, and i love it.

-dp

xno
08-09-2005, 09:30 PM
I think adding modeled armpits will add to the deformation alot. Otherwise it's a great character!

the_podman
08-10-2005, 02:12 AM
Hey, Ivars! Using Maya, nice ;) You've got a clavicle in there too. Are you using Maya 7 right now? They've made leaps and bounds as far as rigging. Best thing about Maya 7 is the new Full Body IKs they ripped directly from MotionBuilder. It makes the animation process much much easier. You have to try it to believe it. If you've ever used MotionBuilder before, you know what I mean. :)
I even started to "convert" one of my old model's/rigg to an FBIK rigg. It's great for posing characters quickly. You can download my rigg prototype if you want to check it out:
http://rodbrett.com/Rodney/SaruMAYA7fbik.zip

If interested, I would be happy to set up your rigg. Oldschool or new FBIK method. ;)
Just PM me.

-pod

d2king10
08-10-2005, 02:30 AM
I love it! Awesome use of style with a nice use of texturing. Very nice work!

Ivars
08-10-2005, 11:56 AM
Thank you, thank you! Glad you like it :)

Adam Atomic: You're absolutly right about that seem. Will fix that. And that's a good idea with the helmet. I'll see what I can come up with.

Saramago: I see what you mean. I'll try that.

dpizzle: Nice way to put it. And you've got a point.

xno: Hmm, maybe so. Won't do anything about it now though. Since it's already skinned and all.

the_podman: I've just had a brief look at it, but it does look sweet, indeed. Thank you for your offer, and that file. But I'm gonna try rig him myself. I need the excercise :) If you want to, I can send you the file anyway. If you want to give it a shot :)

d2king10: Thanks!

Here's just a silly little clip. Nothing serious, and I need to work a bit more on my rig before I do any more animations.

http://www.igorbazooka.com/3d/silly.avi

edit: updated the clip

BoBo-the-seal
08-10-2005, 12:49 PM
haha that kicks ass! I love the style. :)

- BoBo

the_podman
08-10-2005, 05:27 PM
Hey! that would be cool, especially since you already did all the weighing(the hardest part). One thing you may want to download which I find useful is Dave Keegan's "C3" plugin for Maya(works on 5, 6, 7) which is included in his script pack HERE (http://www.keegan3d.com/). You can make a little icon with a frontview snap of you character so it looks like this (http://img.photobucket.com/albums/v97/the_podman/BLUE.jpg). You can then make quick selection buttons and set the defaut to be rotation or translation. It saves you massive amounts of time because you are not hunting down controllers.
Love the animation. Check your graph editor on the right leg, you got a little "skip" in there. Otherwise, I love the personallity of the walk. He's like, throwing some kind of spazzy tantrum.

One other thing that you might want to do on the skeleton before you work on the rigg is to set rotational limits. It helps to keep Maya from interpolating the motion in weird ways. I usually at least set "hinge" type joints on elbows and knees so that they only rotate in one axis. :)

-pod

kaisasose
08-10-2005, 05:35 PM
In the words of my GF : "It would be cool to see his man tits bouncing" I like it man... funny moves. :)

tobe90
08-11-2005, 07:22 AM
as ever, great modeling and texturing! its gonna be fun to watch this project evolving and see your rigging experiments.
I am noting, that your fetisch for non-five-fingered-characters goes ever on. :p

WHW
08-11-2005, 09:36 AM
Hahah! That's class! I can see you having some fun doing poses for him - yeah, take that Arnoldt! Will you be giving him some accessories (nets, spear, sword that kinda thing?)

Wildstyles
08-25-2005, 01:09 AM
Oh man what a cool fun character! It just oozes humour! hehehe

GREAT WORK!

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