View Full Version : Sinestro
dpizzle 08-15-2005, 02:39 AM Sinestro...from Korugar!!
MOST RECENT UPDATES BELOW
http://www.davidpayneonline.com/01.jpg (http://www.davidpayneonline.com/01.jpg)
http://www.davidpayneonline.com/02.jpg (http://www.davidpayneonline.com/02.jpg)
http://www.davidpayneonline.com/SIN_2.jpg (http://www.davidpayneonline.com/SIN_2.jpg)
http://www.davidpayneonline.com/SIN_3.jpg (http://www.davidpayneonline.com/SIN_3.jpg)
http://www.davidpayneonline.com/SIN_4.jpg (http://www.davidpayneonline.com/SIN_4.jpg)
http://www.davidpayneonline.com/SIN_1.jpg (http://www.davidpayneonline.com/SIN_1.jpg)
http://www.davidpayneonline.com/senest_8.jpg (http://www.davidpayneonline.com/senest_8.jpg)
http://www.davidpayneonline.com/senest_9.jpg (http://www.davidpayneonline.com/senest_9.jpg)
http://www.davidpayneonline.com/senest_10.jpg (http://www.davidpayneonline.com/senest_10.jpg)
http://www.davidpayneonline.com/senest_11 (http://www.davidpayneonline.com/senest_11.jpg).jpg
suddenly had the urge to model Sinestro, from the DCUniverse.
very WIP, so take a look at the reference pictures to see what i'm goin for...
C&C appreciated,
thanks!
-dp
| |
kOmoo
08-15-2005, 05:51 AM
Cool, i idea, but you need to make his head, before i come wíth my crits, his head is a important part of how Sinestro looks.
Saramago
08-15-2005, 06:52 AM
This could work out very nice. At the moment the mesh is a bit messy. Work on the shoulders,
improve the flow of all loops put a few more cuts across the body section so he can bend. keep it comming . . .
dpizzle
08-15-2005, 03:13 PM
Cool, i idea, but you need to make his head, before i come wíth my crits, his head is a important part of how Sinestro looks.
yeah, his head will come soon...and it will be massive :buttrock:
This could work out very nice. At the moment the mesh is a bit messy. Work on the shoulders,
improve the flow of all loops put a few more cuts across the body section so he can bend. keep it comming . . .
thanks for the advice Saramago, will work on these areas today... shoulders are a pain in the ass, but poop's visual tutorial helps a good bit.
http://www.poopinmymouth.com/process/tips/limb_deformations.gif (http://www.poopinmymouth.com/process/tips/limb_deformations.gif)
&
http://www.poopinmymouth.com/process/tips/shoulder_deform.jpg (http://www.poopinmymouth.com/process/tips/shoulder_deform.jpg)
dpizzle
08-16-2005, 02:15 AM
slight update...
i think i need to work on the edge looping, but here it is as of now,
1624 polys
lemme know what you think of it so far, please
thanks
wire http://www.davidpayneonline.com/senest_2.jpg (http://www.davidpayneonline.com/senest_2.jpg)
shaded http://www.davidpayneonline.com/senest_1.jpg (http://www.davidpayneonline.com/senest_1.jpg)
dpizzle
08-16-2005, 03:18 AM
well i always have trouble modeling realistic looking hands,
so i'm posting my hands for sinestro so i can get some feedback ... so, feedback please :)
http://www.davidpayneonline.com/senest_3.jpg (http://www.davidpayneonline.com/senest_3.jpg)
dpizzle
08-17-2005, 04:57 AM
started on his head...
getttin the basic shape before i start adding in detail
http://www.davidpayneonline.com/senest_4.jpg (http://www.davidpayneonline.com/senest_4.jpg)
PLEASE GIVE ME SOME CRITS!
thanks
dp
Saramago
08-17-2005, 06:48 AM
First things first get rid of those five sideds. The extra cut from those should give you polys enough to improve the problem areas . . .
Theres a long way to go and you've probably already made a lot of changes so I wont point out anything else for now.
dpizzle
08-17-2005, 04:43 PM
hey thanks man,
yeah, i haven't optimised yet because i'm still getting the overall shape,
thanks for the info though...i will fix those ngons today
looking forward to your more thorough critique
thanks again,
dp
dpizzle
08-20-2005, 02:19 AM
worked on the head and hands...
still a lot of work to do, but let me know what you guys think so far...
http://davidpayneonline.com/senest_6.jpg (http://davidpayneonline.com/senest_6.jpg)
http://davidpayneonline.com/senest_5.jpg (http://davidpayneonline.com/senest_5.jpg)
Saramago
08-20-2005, 07:08 AM
It's hard to tell from the shots you've posted - need a front view as well - but a couple of obvious things I noticed looking back at the ref - Those ears need to be modelled as they stick out quite a bit. I think this detail will emphasis the extreme head also the top of the head should be more bulbous. Keep a close eye on your ref. Almost there.
dpizzle
08-20-2005, 03:53 PM
hey thanks Saramago
yeah, i'm going to model his big pointy ears next, just gettin the details finished on his head.
i'm having some trouble with his nose, jaw line, and his eye sockets.
i will post a better view when i get home tonight.
thanks for your thoughts, very much appreciated.
-dp
dpizzle
08-22-2005, 01:37 AM
here is a better shot of the head...
now with ears
any suggestions?
http://www.davidpayneonline.com/senest_7.jpg (http://www.davidpayneonline.com/senest_7.jpg)
thanks
dp
dpizzle
08-22-2005, 02:19 AM
whole body shot....
WIRE http://www.davidpayneonline.com/senest_8.jpg (http://www.davidpayneonline.com/senest_8.jpg)
SHADED http://www.davidpayneonline.com/senest_9.jpg (http://www.davidpayneonline.com/senest_9.jpg)
&
WIRE http://www.davidpayneonline.com/senest_10.jpg (http://www.davidpayneonline.com/senest_10.jpg)
SHADED http://www.davidpayneonline.com/senest_11 (http://www.davidpayneonline.com/senest_11).jpg
kOmoo
08-22-2005, 06:29 AM
Where is his moustache, but else i love the head really good, there are some miner details but its ok.
dpizzle
08-22-2005, 01:52 PM
it will be painted on in the texture...
thanks though :thumbsup:
dpizzle
08-25-2005, 05:37 AM
hey there...
i was wondering if anyone could help me out with this little problem i am having unwrapping sinestro's head.
how do i do it correctly!
i usually would map the front, then side, then back of the head, all planar then stitch them together, but since he has an massive receeding hairline, i don't know how to get it to look correct and seamless...
anyone?
thanks!
dpizzle
08-25-2005, 06:29 PM
can anyone help me with this?
PLEASE
ScudzAlmighty
08-25-2005, 07:11 PM
can't you just add it to the the rest of the face and stretch it out a smidge?
dpizzle
08-25-2005, 07:22 PM
well... i tried that, and i had to stretch it a good bit, more than i wanted to, and the checkerboard pattern was stretched to holy hell.
so - no :)
but thanks anyway Scudz
ScudzAlmighty
08-25-2005, 07:44 PM
oh, hmmm.
maybe, map those faces in strips, and kinda place them to scale in the right spot? then you could use photoshop's clone tool to get rid of the seams?
how realistic are you planning on making the texture? the toy's just all purple right?
dpizzle
08-25-2005, 07:48 PM
i am planning on making his skin texture pretty realistic - well, as realistic as i can get it, i've never done realistic skin texturing.
ya his skin is all purple... and kinda wrinkled.
kOmoo
08-26-2005, 06:36 AM
To everybody who dons't know who Sinestro is here:
From the his cartoon apperances. http://www.cartoondepot.com/pages/img/wb/pc/43-RC1366%20Sinestro.jpg
and from the comic books:
http://members.aol.com/thefightingfury/whoclix/sin.gif
kOmoo
08-26-2005, 06:38 AM
Here is a close up sketch of his head by George Perez: http://vu.morrissey-solo.com/moz/perez/art/sinestro1.jpg
ScudzAlmighty
08-26-2005, 06:43 AM
hmmm, his hair line looks kinda different in those shots, not nearly as far back to say the least. if you were to blend the different styles into your model you might have an easier time with those UV's
after seeing those your model is starting to remind me more of that little alien guy from the Flinstones
dpizzle
08-26-2005, 02:16 PM
his head in the cartoon is way too small compared to the comic...i don't know why they did that, his gigantic melon is a huge part of this character.
George's Drawing is the look that i am going for, the the massive hairline and pointy ears (i still need to tweak them out to make them more pointy)
oh, i got the UVs to work out without stretching too much, i'll post the updated pic when i get off work tonight... i'm ready to start texturing! yay! :thumbsup:
thanks guys!
dp
dpizzle
08-26-2005, 04:41 PM
hey Scudz,
this is what i ended up doing with the top of the head...
i think it's going to work out pretty well.
oh yeah, thanks for the reference pics komoo
ScudzAlmighty
08-26-2005, 04:45 PM
excellent:thumbsup:
that's exactly what i would have done and tried poorly to explain near the top of the page.
now get with that texture
kOmoo
08-30-2005, 10:16 AM
Have you had time to texture him yet
dpizzle
09-02-2005, 05:32 PM
no komoo, i haven't.
i haven't had any electricity for a week now, because of katrina...
i'm right outside of new orleans, so if you've been watching the news you can imagine what i'm going through.
(i'm at work right now using the computer)
anyway...
i'll post updates asap
thanks guys,
dp
ScudzAlmighty
09-02-2005, 06:33 PM
dude, i think given the circumstances you can probably take your time with the updates.
I'm sure we can all wait for the greatness:thumbsup:
dpizzle
09-06-2005, 10:34 PM
started on texture...
basically just gettin all the blue lines on his chest lined up correctly
not much to critique, just posting the update...
thanks,
dp
ScudzAlmighty
09-07-2005, 01:03 AM
it's like art nouveau or somethin...
:thumbsup:
the_podman
09-07-2005, 02:35 AM
Nice color comp, dp. Now it's time to bust out those gradients. :)
-pod :)
dpizzle
09-09-2005, 01:21 AM
Nice color comp, dp. Now it's time to bust out those gradients. :)
-pod :)
umm... i think i know what you mean, but could you explain more :shrug:
but thanks for the kind words guys
the_podman
09-09-2005, 02:01 AM
Hehe. Sorry, dude. I guess I should elaborate.
Usually, at this point in the texture, I begin painting in some very soft broad form.
I begin by creating a series of light>dark gradients and using the color picker and an airbrush at about 15% opacity and 15% flow, gently paint in the general forms and fabrics.(of course, you'll be doing this on the texture sheet) Start loose and blurry and slowly bring him into focus in "passes". Tight detail is not at this stage. Just get tone and form correct. You'll begin to see the character clearly and eventually, you'll get to a stage where you'll know where and what to exactly paint. :)
Sometimes you'll need to paint rough "guidelines" within a 3dpaint app or with Maya's artisan which is good enough so you know what you're looking at in Photoshop.
http://www.rodbrett.com/sinest_mod.jpg
dpizzle
09-09-2005, 04:36 AM
damn pod... wasn't expecting all that
thanks dude, i see what you mean now.
actually, i started using those little color gradients on this texture after seeing someone else use that technique a few weeks ago... very easy to pick the shades needed.
thanks again!
:thumbsup:
dpizzle
09-15-2005, 04:14 PM
Critiques and Comments are very welcome!
texture update...
http://www.davidpayneonline.com/SIN_1.jpg (http://www.davidpayneonline.com/SIN_1.jpg)
lemme know what you guys think so far...i'm having a hard time with wrinkles - such as the ones inbetween his pectorials
anyway...lots of work left to do!
:scream:
ScudzAlmighty
09-15-2005, 04:47 PM
whoa that's crazy,
i really like the style you're going with for the wrinkles and other details, not having the face done kinda throws it off a little, but that's on it's way, for the pectorals, maybe fade the lines out a bit more, they seem a little like a patch on his shirt at the moment rather than muscle definition. maybe try and find a "place between" the colar bone and shoulders?
the_podman
09-15-2005, 05:08 PM
It's a nice start. The edges are too sharp as mentioned, you'll need to soften those up. I think the first thing you need to determine is what kind of material the cloth is. Right now, it looks kinda silky, but that might be what you want. I don't know. I'd go with something "thicker". Something synthetic, like it wouldn't rip easily in battle.
This is a difficult project because you're translating a cartoony reference into real world materials. It's like you're building a "film" version of the character. I haven't attempted to skin cloth myself too much(just a little bit) so I might not be the best person to give you advice on this matter. I've attached my "blend" brushes that I use 90% of the time in PS. The one's I use the most in particular are the last 3 bottom ones. With the opacity and flow to about 13% each give or take and a small size, you can run them across that hard edge to soften it up.
Here's an old tut from Skindom, I'm reading it myself actually:
http://www.planetquake.com/skindom/features/cloth/index.shtml
dpizzle
09-15-2005, 07:58 PM
Pod - dude, thanks so much for your brushes, you're always helping me out.
would you mind showing me an example where you use these brushes the most?
but anyway, thank you so much.
your crits are always helpful, and i appreciate it (you too Scudz)
:thumbsup: DP
dpizzle
09-19-2005, 04:13 AM
another update on the texture
http://www.davidpayneonline.com/SIN_2.jpg
http://www.davidpayneonline.com/SIN_3.jpg
http://www.davidpayneonline.com/SIN_4.jpg
oh, and pod... that brush set you made helps out so much
i've been using them like crazy - thanks!
umm... but anyway, his face texture is missing something, but i can't figure out what.
so let me know what you guys think, please :shrug:
THANKS!
dpizzle
dpizzle
09-21-2005, 05:58 PM
sorry to post a reply just to move this thread to the top of the list...
but i am still looking for critiques on his skin texture
so...
lay it on me...please :wavey:
thanks guys
dp
TheRedemption
09-21-2005, 08:33 PM
i like the way you laid out the uvs
paul-banister
09-21-2005, 11:32 PM
this character is coming along great,is it just my eyes or is there something going on around the eyebrow area,...looks like stretching?,good job with the texturing,maybe deepen some of the shades around the nostrils/cheek crease and at the moment he doesnt have eyelids.
dpizzle
09-22-2005, 12:10 AM
hey thanks guys...
willy - i see what you're saying about the UVs around the eye,
and it does look like it's stretching, but it's just the way i painted the corner or the eyebrow, i kind of frayed it out and made it look like some of the hairs were standing up.
i was thinking the same thing about deeping the colors around the darker areas on his face...
thanks again
dp
the_podman
09-22-2005, 04:42 AM
Hey, dave!
free-willy's got the right idea. I think the main thing that you are struggling with is "value". Your textures all seem like you are just coming out of a dream, ya know? Thing is, it's really easy to fix. You just need to push the value a bit further.
If you are having trouble with it, try this:
1. Here's your original texture.
2. Create a copy>merged layer on top. Desaturate it.
3. Use dodge, burn, or even go as far as painting in grey values until you get a nice "poping" texture. You need to make some bold decisions at this point. Think of the shape of the nose, or some detail work, like wrinkles and such. Focus first on the primary areas of light and shadow and work from broad detail to tight ones.
4. Set this layer to "luminosity"
http://www.rodbrett.com/sinestroMOD1.jpg
5. Now that your values are good to go, it's still not convincing until you vary the hues and saturation of the colors. Just keep it simple. Cool colors for shadows, warm for highlights.
This is just a down and dirty fix I did in about 5 minutes, but to give you an idea. I've no idea how this is gonna look on the model, so before you go into heavy detail work, check that you have the highlights in the right spots. :)
http://www.rodbrett.com/sinestroMOD2.jpg
Hope this helps. I'm sure others could give you better crits, but that's all I got right now, my friend. :)
-Rod
TheRedemption
09-22-2005, 05:06 AM
wow that looks much more defined thats reallly cool you help people like that pod cheers man
dpizzle
09-24-2005, 09:19 PM
dude thanks for the visual tutorial rodney
very helpful...
okay, so i created a desaturated layer and have been messing around with it...
this is what i have so far (note the slight wrinkels underhis eyes and more defined forehead wrinkles & shape) i'm not done yet... still got alot of work to do
so anyway - i've got to finish his crotch area, boots & hands, then i will start the setup process (just a simple rig in maya) and hopefully try and animate this guy...eventually.
oh, and he WILL have his yellow ring that he emitts pure evil from
[ http://www.batman-superman.com/superman/img/grabs/sin1.jpg (http://www.batman-superman.com/superman/img/grabs/sin1.jpg) ]
oh and check this statue out... it's so badass!
http://www.toymania.com/news/messages/6646.shtml
thanks again guys...
:thumbsup:
Oh... here's the model links...almost forgot!
[ http://www.davidpayneonline.com/01.jpg (http://www.davidpayneonline.com/01.jpg) ]
[ http://www.davidpayneonline.com/02.jpg (http://www.davidpayneonline.com/02.jpg) ]
dpizzle
10-16-2005, 01:01 AM
alright, i am done with this model for a while, got some work that will be taking up all my free time... so anyway, here is the most recent update on sinestro - his texture is pretty much done.
his rig is also done, just need to bind and paint the weights.
thanks for all the help guys
LINK (http://www.davidpayneonline.com/current.jpg)
dpizzle
10-17-2005, 03:29 AM
OKAY
check it out, rigged and rendered
http://www.davidpayneonline.com/sinestro_hwr.jpg
i'm done with him now!
yay!
thanks again
now gimme some critiques!
dp
the_podman
10-17-2005, 03:48 AM
Nice, dp! maybe pose the feet/knee to form an "L" shape so both feet aren't pointed strait foward.
For the "rim" of the boots, I would use a slightly different hue to help define the material better. You could also do the same for other parts of him, but nice work nontheless :)
-pod
dpizzle
10-17-2005, 03:50 AM
hey thanks rodney, i see what you mean about the feet, i'll work on that, as well as the rim of his boots.
thanks for your thoughts and kind words, always appreciated!
oh, and this is a crappy screenshot/hardware render of him with default maya lighting, which is destroying his texture.
i need to do a composite with the hardware particles ontop of the software render of him.
dpizzle
10-17-2005, 03:56 AM
okay here is a better pic...
http://www.davidpayneonline.com/sinestro_scr.jpg
ScudzAlmighty
10-17-2005, 11:44 AM
looks great:thumbsup: i would suggest a lighter background though, right now it seems a bit like floating body partsglad to see it finished
dpizzle
10-18-2005, 02:51 AM
http://www.davidpayneonline.com/misc/sinestro_scr2.jpgas requested (thanks scudz :) )
http://www.davidpayneonline.com/sinestro_hwr2.jpg
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