View Full Version : Modeling Sketch Book
AndrewHwang 09-09-2005, 12:42 AM Hi everyone im starting some new models to try and improve my skills and hopefully learn and develop some new techniques, here are a few models so far, no textures yet, plan on doing those later. Some of the models I will just be testing for speed others will focus more on how far I can develop the topology. Please let me know what you think.
Thanks.
:LATEST WORK:
http://img469.imageshack.us/img469/2751/collage3zp.jpg
http://img376.imageshack.us/img376/2610/al8xd.jpg
http://img363.imageshack.us/img363/2158/alwire9hb.jpg
http://img363.imageshack.us/img363/9026/rex7fp.jpg
http://img363.imageshack.us/img363/7894/rexwire8ib.jpg
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AndrewHwang
09-09-2005, 12:46 AM
yellow bastard from sin city
http://img363.imageshack.us/img363/8971/ybhead3al.jpg
http://img140.imageshack.us/img140/4526/ybfront4mg.jpg
http://img140.imageshack.us/img140/6946/ybback2sa.jpg
http://img140.imageshack.us/img140/4056/ybprops9rf.jpg
http://img140.imageshack.us/img140/1603/ybwire0ld.jpg
DoctorSharky
09-09-2005, 01:33 AM
wow this is some neat stuff. great models man!
Really nice.
The first one is Einstein right? Good work on making the characters recognizable.
I love the yellowbastard model :D
RandalGreen
09-09-2005, 06:27 AM
Good stuff Andrew you skills are still as phenomenal as ever. I cant believe you did ol boy from Sin City...you've been busy huh. Great work man, great work. I'm working on prepro and making it more solid so that it covers all corners, angles and stuff like that so that my models look better and exactly like the prepro.
AndrewHwang
09-12-2005, 02:02 AM
Thanks alot for the comments and replies everyone.
Randall, hope your doing well and planning on seeing you around in school. good luck with your pre pro man.
Im really happy that someone recognized that it was albert einstein, wast sure if i was getting down his facial features or not, heres an update of his clothes, still now hair yet, gotta talk to some other people to see if they want modeled hair or sim hair.
http://img353.imageshack.us/img353/4918/al53da.jpg
http://img353.imageshack.us/img353/2650/al28td.jpg
http://img353.imageshack.us/img353/900/al49hc.jpg
AndrewHwang
09-12-2005, 02:18 AM
forgot the nudie shot and wire :)
http://img358.imageshack.us/img358/4449/al65kw.jpg
http://img358.imageshack.us/img358/7357/al76yt.jpg
AndrewHwang
09-13-2005, 02:05 AM
first try at a stylized character, CC is more than welcome.
Heres the generalized plot, i want to create a huge massive flying ship, davinci mechanical style, this guy, Cpt. GdFrNuttin is the only one on it, so he has to try and mantain the ship while hes on his hunt for treasure, needless to say, he really cant do much.. hope this idea works out, let me know what you think
http://img372.imageshack.us/img372/1152/cpt14ac.jpg
http://img372.imageshack.us/img372/9345/cpt22km.jpg
Nalyd
09-13-2005, 02:15 AM
Your models are fantastic! Can't wait to see them textured
madskillz18
09-13-2005, 02:36 AM
Ha ha! I love that last character. Great work! No CCs from me. One question though. How do you go about modeling your clothes? Especially for Einstein. I noticed that you had overalls and a sweater above it. I'm sorry for such a silly question. I'm pretty much a noob at this whole thing. :p Thanks. :D
AndrewHwang
09-13-2005, 03:05 AM
madskillz18 - Thank you for the comments! about the clothes, I usually model the nude figure, then duplicate the faces when an article of cloth would be. ex tshirt, duplicate the faces of the chest and bicep. I use maya which has its set of artisan brushes, using the sculpt geometry tool, I flood the surface with a pull at a low setting, from there i start to remove uneeded geometry and then model in the wrinkles, if i dont plan on doing the wrinkles in zbrush. Since you duplicated the faces off of the body itself, it should deform fine along with the body for the most part, but most of the time the unseen body is just deleted, hope this helped, and if anyone has a better method please share. :)
Seebaer
09-13-2005, 03:22 AM
i love the details on einsteins head much, i tried by my self one time to create the face of an old man, but it sucked, i become a very comic like head. maybe i will give it another go at the end of the year. until that i will dream about your model.
the frog/fish pirat it also gerat, very nice idea and accurate modelled.
regards
Likesyrup
09-26-2005, 04:37 AM
Great stuff Andrew good to see some great new stuff come from you. I can't wait to see the ship you are doing. Einstien is coming along as well.
OptimusDinkus
09-26-2005, 04:57 AM
einstien lookin good, I think ya need better flow from the bicep to the forarm, and also the clavicals need to be angled at 45 degrees or so if there arms are being lifted like that. But awsome job of the faces so far.
Guy In Rubber Suit
09-26-2005, 06:22 AM
first try at a stylized character, CC is more than welcome.
Heres the generalized plot, i want to create a huge massive flying ship, davinci mechanical style, this guy, Cpt. GdFrNuttin is the only one on it, so he has to try and mantain the ship while hes on his hunt for treasure, needless to say, he really cant do much.. hope this idea works out, let me know what you think
http://img372.imageshack.us/img372/1152/cpt14ac.jpg
http://img372.imageshack.us/img372/9345/cpt22km.jpg
Haha that one would be fun to animate. I can imagine it hobbling about with a suction sound each time he steps off with he plunger foot and then he occasionally gets stuck to the ground, the rubber part comes off and he has to go back to retrieve it after hopping a couple of steps on one leg before realizing he was missing his plunger.
Nice job on everything. I'm impressed.
Jinian
09-26-2005, 08:34 AM
Damn you're good at modeling. If I was looking for a maya modeler right now, i would call you right away.
Anyways, I'm an xsi modeler and making that transition to maya is quite tough for me since many of the tools that i have taken for granted in xsi, just aren't available in maya, now i am sufferring whenever i model something in maya. I'm an edge-by-edge extrusion modeler,. i was wondering if you have any recommendations(scripts, things that would speed up workflow) for a maya newbie like myself. I know maya is a box-modeling based software, but how can an edge-by-edge extrusion modeler like myself benefit using this program? One of the features i really hate in maya is the fact that you can't literally hide polygons temporarily. I know one way to do it would be to tick the view selected option, but that in turn hides the image plane as well even though it is selected. This makes it hard to model with an imageplane, and worst of all, if you extrude an edge in maya with the view selected option ticked, you don't see the edge you've just extruded. It almost seems like i have to abandon my edge-byedge extrusion modeling technique to be able to suffice with this program. Any suggestions, plugins maybe?
By the way i am using maya 6.5. thanks.
AndrewHwang
09-26-2005, 03:00 PM
Testing maya hair and fur, just trying some things out
http://img388.imageshack.us/img388/2543/einsteinfronthairrendertime135.jpg
http://img388.imageshack.us/img388/6360/einsteinsidehair0af.jpg
http://img210.imageshack.us/img210/9751/einsteinbackhair8sw.jpg
http://img62.imageshack.us/img62/4144/frankhairtest20cm.jpg
AndrewHwang
09-26-2005, 03:21 PM
Nalyd - Thanks, I plan on texturing most fo them, as to when i get around that will be another question :)
Seebaer - Thanks, practice always helps, before i just tried to get in all the muscles really defined in my previous models, but now just imply them and tend to study fat, water, and loose skin now. Se what works out best for you, hope too see your new head.
Luciddream79 - Thanks Scott, i'll have the ship hopefully modeled in a few months or so after I take care of some other things, hope the job hunts going well man.
OptimusDinkus - Ill fix the forearm topology, your talking bout the weird flow of the brachial radialis into brachialis? ill get on that, adn yea i always seem to model my clavicals as if the characters hands were down, ill rotate em out a bit. Thanks for the comments.
Guy In Rubber Suit - Haha, thats how i planned on him being animated, maybe ill end up doing a short or so later, well see how things go.
Jinian - Hey, If your using maya 6.5, maya 7 is a definite must have btw. But back when i was using the previous versions of maya i would use scripts such as koshigaya studios, MJPoly tools, and Alias Bonus tools, in bonus tools you can find the fix that your looking for, it has a hide polygons options, but normally if i need to work on a certain area I just extract it and then merge the verts back togeather when im done, never really liked box modeling too much I prefer Poly by Poly like yourself. here are the links where you can get the scripts, for bonus tools youll have to register witht heir site, its free though so dont worry. Any other questions feel free to PM me and I'll try to help if i can :)
http://www.alias.com/glb/eng/community/downloads.jsp
http://www.maya3d.dk/Scripts/MJPolyTools/
http://www.koshigaya.de/?content=versionhistory
Thanks again for all the comments and critiques Ill try and post up some more models once Im done with some other work.
AndrewHwang
10-02-2005, 11:25 PM
http://img242.imageshack.us/img242/2198/genfemale12ug.jpg
http://img242.imageshack.us/img242/6861/genfemale24ve.jpg
http://img242.imageshack.us/img242/7973/genfemale31mu.jpg
http://img314.imageshack.us/img314/9305/genfemale53hv.jpg
Generic female cc is more than welcome.
AndrewHwang
10-02-2005, 11:28 PM
Wireframes.
http://img314.imageshack.us/img314/1939/genfemalewire16ef.jpg
http://img314.imageshack.us/img314/6987/genfemalewire25ju.jpg
http://img314.imageshack.us/img314/1368/genfemalewire39gr.jpg
http://img314.imageshack.us/img314/6195/genfemalewire41zx.jpg
sys0ps
10-02-2005, 11:57 PM
hey man nice work!
i have one crit and 2 questions:
crit - in the close up of your generic female, there seems to be some jaggies under her (the models) left breast. i'm thinking it might be a view point thing, also i doubt you would ever get that close to it in an animation anyway....just thought i should nit pick LOL
?'s : it seems that your models are about average in density to what i've been seeing recently. i've spent the past few years trying to build the optimal poly count characters using considerable less than yourself and others. and an instructor of mine was floored by the quality. not trying to say i'm better because i use less....no..no..no.. but the instructor told to me to pretty much forget that anymore, (faster,powerfull cpus. etc) and that i should try to "blow it out" with polys to get better deformations and detail. but man i'm having a hell of a time getting my head around it. so the first question is , how many polygons UNSMOOTHED is your characters?
?'s : i also use extrude edge style....with that said and with the first question said....do u "sketch" out the form and go back and add the detail by slicing the polys or are u just doing it one at a time.
sorry for the length of this somewhat rant....i'm just impressed
keep it up
Bryan
rustbucket
10-03-2005, 06:44 AM
Wow, these are some incredible models you have here Andrew. The speed in which you pump these out makes me jealous, especially due to the high quality of the work. My only crits thus far are as follows:
The Woman: Give more deffiniton to her sterno-mastoid. A lot of the muscle detail on a woman is very subtle, as your model does a very good job of showing, but the sterno-mastoid is much more prominant then yours. The divit in between her scapula where the ribcage changes planes towards the spinal column looks a bit weird to me. I think its because her trapezeus isn't defined enough. I also agree that her clavical is a little straight and could be tilted up a bit. Last but not least, noting how fit your female is, I think it would add a lot of realism if you added a hint of the illiac crest of the pelvis poking through the skin in the front view.
Albert: His face is incredible! Great job on achieving a good likeness of him. The only thing that bothers me is that I feel his belly looks a bit odd. The bottom looks too unform. It either needs to hang a bit lower, or his lovehandles need to be moved up a bit.
It looks like you have hair and and fur working well for your models. I have always found it a pain in the ass trying to get it to do what I want it to. Can you offer any suggestions as to you how you approached the look and flow of it so far?
Inspiring work thus far! Can't wait for some updates!
RandalGreen
10-08-2005, 05:30 PM
I like the guy with the blonde hair, looks really good. Did you use fur or hair? (looks like fur)
AndrewHwang
10-10-2005, 06:47 AM
Gen Fem Updates.
http://img436.imageshack.us/img436/3397/genfemupdate10zg.jpg
AndrewHwang
10-10-2005, 07:04 AM
sys0ps - Thanks for catching that, some artifacts from hardware shading.
q1 - Yea density doesnt really matter any more, i usually model from about 8 - 15 thousand polys, although iv seen film models that are around 20 - 35 thousand low res cage, that would be intersting to try sometime. But if you can build high, you can build low, so its just wahtever the client / company wants, but thats where my unsmoothed poly count usually sits, generic female is about 11500 polys.
q2 - That depends on the complexity of the area I am working on, for the most part, heads and bodies i usually use Poly by Poly, for simple areas such as undefined arms and legs i go with box style and then just attatch it all togeather, but if they were to be super defined and ripped then i would go to poly by poly, its just the way i see things i guess, try and experiment to see what work out best for you.
rustbucket - Thanks for these great crits man, they really help alot, i hope that i addressed all of the issues that you had mentioned, if you think that an area still needs some more fixin please let me know. Alberts body wasnt that really important to me since i dont think ill be seeing him nakid too much, but i see what you mean about the belly, it needs to hang more in the center rather than being straight. you have a great eye.
Hair - (Using Maya 7 btw) I start by using nurbs surfaces and attatch the hair to it, from there i will go in and play with dampning, stiffness, curl, segments, etc while using interactive playback. when i find the settings that i am happy with, i will use dynamic fields such as air gravity and drag to help push the overall hair into shape. from there i go in and position the cv's for my start and rest curves using lock length, transfrom contraints and modeling deformers. After that i start to paint in attribute maps fro inclination, roll, polar, and pay extra attention to bladness, thinning and length when painting hairs for the front hair line, sideburns and back neck fuzz. after that i paint in new passive curve follicles, with a low density, and very thin so that it just sits over on top of the overall hair to try and make it look like stray random hairs. I hope this has helped out.
xenfive - Yea the male character was done using fur, since i didnt have to worry about it moving since its short and spikey.
Thanks alot everyone for the great critiques and comments. I will try to do some more models when i get the chance . :)
AndrewHwang
10-10-2005, 07:06 AM
Oompa Loompa Doopity Doo....
http://img432.imageshack.us/img432/4923/oompa15eo.jpg
http://img432.imageshack.us/img432/3088/oompa28tp.jpg
http://img432.imageshack.us/img432/4776/oompa36mh.jpg
http://img432.imageshack.us/img432/2899/oompa42hn.jpg
davidwAde
10-10-2005, 08:49 AM
Hey man, all your models are awesome! Gives me somethign to strive for!
btw I was wondering how you go about extruding.
My current workflow, is to start at the eye with create polygon, then go down the cheek area, then outline the mouth, connect the cheek to upper lip, and extrude up the cranium t the back of the head, and skip out on the nose until near last, but outline it. Which seems to work o.k so far, but some of the linework for the nose is getting sketchy.
U can check it out if you want if I didn't explain it well enough, at http://forums.cgsociety.org/showthread.php?t=283949
Basically modified the GCSD low poly extrude head tutorial from Full Sail, to be high poly.
Any tips/things to avoid for a newcomer to high res?
Thanks!
-Dave
rustbucket
10-13-2005, 12:45 AM
The updates for the female are top notch Andrew! She looks finished to me now. The Oompa Loompa is hillarious, albeit a bit frightening as well. The modelling is superb though.
Keep up the good work.
AndrewHwang
10-13-2005, 05:35 PM
davidwAde - thats pretty much how it goes, what area you start with doesnt really matter too much, i usually choose ocular cavity, to nose, to cheeck to chin to mouth then rest of the head. I think that you need to tweak out the tip and wings of those nose a little bit, looks a little too blocky right now. but overall it seems to be comming along pretty nicely. and thank you for the comments.
rustbucket - Thanks alot for the crits again. Her face is bothering me right now though, I think that i might go back and spend some more time tweaking. I dunno why, i just had the sudden urge to make a oompa loompa, and yea he does look kinda creepy, but im pretty stasified with the look, personally they scare the crap out of me. I will be posting up some shots fo the next model soon hopefully when i get the chance for some free time. Thanks again for the CC.
enthombed
10-13-2005, 05:49 PM
Hi Andrew dude, how are you??? i see your work and every time see more wonderfull things, i like so much your works man... keep the good job up
Wompa Lompa rocks euheuhahuahua
Cya
Icaro
marcial84
10-13-2005, 06:35 PM
Great Job, Andrew. The female turned out nice and so did your most favorite character Frank, LOL. Can't wait to see more stuff. Later.
AndrewHwang
10-19-2005, 11:46 AM
enthombed - Thanks alot for your comments :)
marcial84 - Thanks Oscar!
HUGO ANDORES Street Fighter Character
http://img449.imageshack.us/img449/8880/hugosized1uy.jpg
http://img449.imageshack.us/img449/3786/hugo19zx.jpg
http://img399.imageshack.us/img399/2333/hugo25jw.jpg
http://img399.imageshack.us/img399/3392/hugo38tx.jpg
http://img399.imageshack.us/img399/3659/hugo45gd.jpg
http://img399.imageshack.us/img399/7412/hugo58hz.jpg
AndrewHwang
10-19-2005, 12:01 PM
Wires 29,788 Polyshttp://img399.imageshack.us/img399/1496/hugowire13sy.jpg
http://img399.imageshack.us/img399/9015/hugowire26xt.jpg
http://img399.imageshack.us/img399/5849/hugowire36qk.jpg
http://img399.imageshack.us/img399/8400/hugowire44iv.jpg
http://img399.imageshack.us/img399/8978/hugowire56xl.jpg
smaddl
10-19-2005, 05:35 PM
WOW!! impressive thread. you are very talented and creative modeller. great attention to details, such as those thin crease at the woman armpit area.
love your characters . Cpt. GdFrNuttin is so funny and yet sad... :applause: :applause:
enthombed
10-20-2005, 05:08 PM
Cool, dudue, i learn much more with your work, is reference to me... i need try modeling more...
Cya
Icaro
AndrewHwang
10-21-2005, 01:13 AM
smaddl - Thanks for the comments.
enthombed - Thanks, im glad that it is of help to you.
http://img476.imageshack.us/img476/8801/hugoclothes11st.jpg
http://img476.imageshack.us/img476/2868/hugoclothes29hw.jpg
http://img476.imageshack.us/img476/2808/hugoclothes31pc.jpg
http://img476.imageshack.us/img476/8239/hugoclothes42zg.jpg
Jinian
10-21-2005, 08:09 AM
Very flattering character design there! I'd love to see this finished with textures and a cool render. Keep up the good work.
Likesyrup
10-23-2005, 08:48 PM
Great work Andrew you been busy lately. Love the new stuff.
rblitz7
10-23-2005, 10:12 PM
Great work Andrew!!:thumbsup: What modeling method did you use for the street fighter?
AndrewHwang
10-24-2005, 03:05 AM
Hair test
http://img440.imageshack.us/img440/7654/hugohair8to.jpg
RandalGreen
10-24-2005, 03:05 AM
boy oh boy, now your dipping into streetfighter. Your digging into my territory man, but your a better modeler so I have to step back and let you do your thing, good stuff man
AndrewHwang
10-24-2005, 03:07 AM
Jinian - Thanks alot, hopefully hell be a textured character, but trying to make some morphs for him first.
Luciddream79 - Thanks scott
rblitz7 - Thanks, i used box modeling for the arms, legs and chest, and poly by poly for the head. from there i just kept on splitting in new loops for the resolution.
Randall - iv been a SF fan for ever, well have to get togeather to have a throw down :), keep up with your work man.
Likesyrup
10-24-2005, 03:17 AM
that hair is out of control. love it. lol oh man good stuff. Considering it a street fighter character i almost think you should model the hair. but good start. reminds me of my halloween hair two years ago
learner88
10-24-2005, 05:59 AM
Man,you are not a modeler,you are THE modeler!
these models are perfect!how long did you take to model each one(i didn't read the whole thread yet i hope you have'nt said this yet)??
My favourite is the yellow guy from sin city and that fighter!
learner88
10-24-2005, 06:02 AM
The last wire,is the model as you modeled it or it has a smooth passage?
or,do you smooth it a time and add detail?then smooth another time?
cmann64
10-25-2005, 03:18 PM
Luciddream79 - Thanks Scott, yea i dont know how im feeling about the hair right now, i think that i might go off and just model it if i cant tweak the sim hair out the way i want it
learner88 - thanks for the comments, but I am so inspired by so man great artists out there. Characters take about 1-3 days, with clothes is about 2-5 days, considering i dont have classes or any other things in my schedual. Hugo was built really lw res, whole mesh was around 8 thousand polys to lay out my foundation loops and proportions, from there i just kept splitting and splitting and then mostly using artisan tools to sculpt in the geoemetry. just wanted to experement with different ways of modeling.
FrizzleFry0
10-27-2005, 01:04 AM
Your work is really coming along quite well Andrew. I went through a couple of your characters to check UV mapping problems, and I think I'm going to cry. They're so beautiful. It almost makes me want to model.....almost. Do any of these have blend shapes yet? If so, I'd really like to see about getting these rigged and setup for lighting and rendering tests on a deforming/moving character.
AndrewHwang
10-27-2005, 01:16 AM
sorry for the cmann54 reply, i was unaware i was logged in as someone else while posting.
FrizzleFry0 - Thanks for the crits man, i have a new way of uv mapping my characters instead of the generic way i was doing before, ill send you some models you wanna texture up and hope you like the new uvs.
gunslingerblack
10-27-2005, 04:56 AM
care to share upon those new ways of uv mapping? uv mapping is a thorn in my side.
any chance we can see some wireframes of clothing specifically?
im assuming your an edge extrude and split polygon artist but hey you could be a box modeller
fantastic work, it's 1 am here and i wanna model now...lol
oh one thing i've always wondered and perhaps you can help me with this too, cuz i just wing it, when working with a character you just made up, or even the character from street fighter, how do you work out the facial proportions? or do you just wing it like i do?
FrizzleFry0
10-27-2005, 05:50 AM
sorry for the cmann54 reply, i was unaware i was logged in as someone else while posting.
FrizzleFry0 - Thanks for the crits man, i have a new way of uv mapping my characters instead of the generic way i was doing before, ill send you some models you wanna texture up and hope you like the new uvs.
Are you referring to the smooth flood method? Or have you found the elusive "do it now" button?
RandalGreen
10-31-2005, 10:20 AM
a andrew I thinking of going to the ale house for some good ol chicken zinger melts possibly this friday coming up. Also if your feel you got what it takes, we can play some streetfighter.
p.s: did you model your latest work in 6.5 or 7?
great work andrew, i love it. since youre so good i was wondering what technique youre using when modeling charakters. i´ve been having som trouble with that. i´ve tried both box and polly modeling, and i just don´t get how people are getting it so nice.. :S
anyways, superb work! (like einstein very much!)
Sparty
11-01-2005, 04:44 AM
Great Stuff Andrew. Keep up the good work.
AndrewHwang
11-04-2005, 11:46 PM
gunslingerblack - Ill try and make a tutorial for it, ill post it up here when i get the chance. I usually try to grab all the referance of anything that i model eve other things that may come close to design and other models that have been made that look similar. but if i dont have the reference than yea i just kinda wing it.
xenfive - Sorry for the late response, went out of town for a bit. Next time please PM me. I think all of my models that have been posted in this thread are Maya 7.0
The eRK - I try to study cleanly layed out wireframes alot, good examples are Antropus and Kolby Jukes as well as many others on this site. But before i got to humans I started off small, i think i started by modeling a fish a rat and an eagle than a human to try and practice edge flow before i went to humanoids.
Sparty - Thanks :)
Thanks alot to everyone for the responses and comments! ;)
AndrewHwang
11-04-2005, 11:52 PM
newest character, all of the pulled flesh and extra deformation in his body will be taken care of in zbrush, I want him to be as simple for a setup artist to handle so trying to keep it clean and optimized.
Concept that i am working off of
http://img211.imageshack.us/img211/1475/front2ng.jpg
http://img202.imageshack.us/img202/2714/mf12cw.jpg
http://img206.imageshack.us/img206/60/mf23le.jpg
http://img206.imageshack.us/img206/3834/mf39yc.jpg
http://img206.imageshack.us/img206/8584/mf55ak.jpg
http://img206.imageshack.us/img206/5990/mf69xc.jpg
http://img206.imageshack.us/img206/5756/mf77vq.jpg
http://img206.imageshack.us/img206/801/mf95pr.jpg
AndrewHwang
11-04-2005, 11:56 PM
Wires
http://img237.imageshack.us/img237/6031/wires3ld.jpg
http://img237.imageshack.us/img237/371/wires27zo.jpg
RandalGreen
11-05-2005, 01:27 AM
andrew andrew andrew, I stop hanging out with you and modeling and stuff and you go and get hitched man? whats going on? its all about modeling, zbrush and the approximation editor...nothing else. Then again, this may be good for me, with your guard down now, I can finally catch up to you because I'm getting a comp soon. hahahahaha, what wonderful timing.
This model is pretty cool, its a privilege to know you man, a privilege.
FrizzleFry0
11-05-2005, 02:10 AM
good stuff.
AndrewHwang
11-12-2005, 10:29 AM
xenfive - Thanks alot for the comments Randall :)
FrizzleFry0 - Thanks man!
Heres a Zbrush update on this guy, sorry its been a while :shrug:
http://img473.imageshack.us/img473/6784/mfdmap9nj.jpg
Likesyrup
11-12-2005, 10:24 PM
Great job andrew i see that your really starting to get the hang of zbrush even more. Can't wait to see thew finished model. Keep it up man.
thanks for the answer =)
let me just start by saying that i really love this latest char, the monster guy, and then, youre right i´ll try to modell something easier first. i have modelled quite many things (quite many for not have beendoing this for too long :P) but i just wanted your tip, so thank you very much again, keep up the good work
AndrewHwang
11-25-2005, 07:07 PM
scrapped the machine flesh character, not too many people seem interested, plan to go back to him with some redesign work, heres a zbrush update on one of my other characters, please let me know what you think, i havent gotten to the ears yet, and dont know how i feel about the creses along the nasolabial fold yet.. Thanks alot everyone
http://img304.imageshack.us/img304/306/bmale14wu.jpg
drummer
11-25-2005, 07:22 PM
awsome modelling skills !!
congrats ! you are great :)
keep it up
Satellite1984
11-26-2005, 01:51 AM
what kind of crap work do u call this
I guess you think you're hot stuff since mr Unay looked at your stuff
huh huh??
lol
just messin with ya
did u finish the Unreal level??
hows that goin?
lataplaya
Satellite1984
11-26-2005, 01:52 AM
ohhh ya that looks good by the way
the african american male
sweet sweet
very cool models.. tho on your last one, i think you went abit overboard on the zbrush texturing.. :)
AndrewHwang
11-26-2005, 02:36 AM
Thanks for the replies, the unreal level is comming slow but steady, not really on my high priority list :P, i wanted this character to look worn and rugged, so i gave him rough looking skin for his role in a short, but let me know if you really think its overly drastic.
http://img359.imageshack.us/img359/8149/maleafro82lq.jpg
http://img474.imageshack.us/img474/7420/maleafro95ur.jpg
rblitz7
11-26-2005, 02:44 AM
Oh man thats some great modeling!!:scream: Is that bronze effect done in Zbrush.
Satellite1984
11-26-2005, 03:35 AM
It looks like an old staute or somin
i like it
like i said this model is my fav of yours
just done really well
no its not too drastic
i would fade it out a little in the center of the cheek bones
still see the pours just a little faded
ive still gotta finish that stupid writing assignment
gay
lata man
Satellite1984
11-26-2005, 03:35 AM
like the new signature
nice
Likesyrup
11-26-2005, 05:22 PM
I think it looks great man. The only thing that is bothering me is he looks like a bronze statue. other than that i think you got the pores and wrinkles dispurssed as they should be for what you are going for. Keep it up man
AndrewHwang
11-27-2005, 11:03 PM
Texture work, flat color, no spec bump or diffuse
http://img390.imageshack.us/img390/2527/maleafro109sn.jpg
http://img412.imageshack.us/img412/3074/maleafro113dw.jpg
AndrewHwang
11-27-2005, 11:06 PM
rblitz7- Thank you :) yea its just a material with some changed settings on it, zbrush is so much fun right now.
Satellite1984 - thanks man, ye ai know i need to finish mine as well, along with dressing up my potato :rolleyes:
Luciddream79 - thanks for the CC
RandalGreen
11-27-2005, 11:34 PM
em em em....
Likesyrup
11-28-2005, 01:09 AM
Textures is looking great man you doing it all in zbrush or mostly photoshop.
Satellite1984
12-03-2005, 11:36 PM
ya booooooooyyyyy
i was like daaaaaammnnnnn
ahahah
lookin cool
i told you this would be your best one
well so far
u will get that Unreal level DONE batch!!
LOL
peace man
D.
OptimusDinkus
12-04-2005, 09:51 AM
jesus have you come a long way. I think I allready said that but, on the black dude, if his arms were raised that much his colar bones would have more angle to them. but man the chest and arms are incredibly well done. and the nasal labia is fine I think, but maybe a little less poofy.
BlackNull
12-04-2005, 12:55 PM
you're doing great, your last post is very nice. The modeling has very appealing volumes and the texturing is coming along nicely. I have a feeling the biceps could be elongated a little bit, they seem a tad too short. keep it coming :wip:
grafi
12-04-2005, 05:42 PM
Great models, I love the concept of a modeling sketchbook kindof thing. I'll have to try it out sometime. (after I get better/faster at modeling)
:arteest:
rblitz7
12-04-2005, 06:33 PM
Wow! great work man!:thumbsup: Are you learning all this at Full Sail or is a lot of this self taught?
AndrewHwang
12-05-2005, 06:13 PM
Satellite1984 - thanks alot man, appreciate the comments :)
OptimusDinkus - Thank you very much, i will try to angle out his clavicles out more, adjust small proportions and sizes is much more easier to do in zbrush which i an thankful for.
=BlackNull= -Thank you for the CC, I got a critique from someone else saying i should shorten the biceps a bit, but i will add in some modifications and post up a new shot of him. Your work is very inspirational.
grafi - Thanks, yea, im working on a project right now that has a variety of models included, and usually i work so that all of the modeling is done before moving onto texturing, i figured this would be a nice tidy way of keeping track of posts.
rblitz7 - as far as modeling texturing a zbrush goes, its mostly self taught, with a lot of researching studying and help from instructors and others, but they are teaching zbrush, 3ds max and motion builder here starting next month.
Thanks again for comments and critiques.
AndrewHwang
12-06-2005, 02:44 AM
Tweaked some proportions along with the color map
http://img197.imageshack.us/img197/9489/untitled10rq.jpg
http://img197.imageshack.us/img197/6831/untitled37ll.jpg
http://img197.imageshack.us/img197/7629/untitled314io.jpg
AndrewHwang
12-06-2005, 03:24 AM
one more render
Color and bump, no spec diffuse and am debating weather to jump on the SSS or not.
http://img361.imageshack.us/img361/5273/afromale8ar.jpg
nubian
12-06-2005, 04:00 AM
it's quite rare that you see the lower lip of an african male to be that dark.
the color is usually a rosey pink if not a faded red...in most cases.
due to the thickness in the lips of most black people, we/they tend to have variations of vertical creases; some harsher than others.
not to disrespect you andrew but the lips look like scabs.
also there's usually a thin line around the lips.
the color would be a few shades darker than the skins lightest color.
p.s thanks for all of your help with modeling.
Likesyrup
12-06-2005, 04:38 AM
After thought i agree with Nubian the bottom lip does need to be a little more pinkto the outside also something about the eyelids isn't working out. It's like they are to harsh or they aren't fitting to the eye the way they should maybe try dropping the out side corners a little more, could be the bottom inside though. Looks good man coming along nicely. Can't wait to se this one completed. Your amaze me everytime i get on here.
FrizzleFry0
12-06-2005, 10:55 AM
Looks good. I don't really have any critiques for the skin at the moment, but something about the eyes and lids look off. It's hard to say if it's due to the lighting or warmer tones you would get by using SSS *hint hint*. It could be the eye texture itself though, most noticably around the whites where it looks like it's too bright. It looks like it almost has incandescence illumination or maybe translucency going on (?). Once that area is fixed, I'll be a happy man. :) Keep up the good work.
teSSa
12-06-2005, 11:55 AM
your work is inspiring. you have a great knack for modeling.
and your style is diverse, which a lot of potential employers
look for in an artist. best of luck in future endeavours.
as for the latest model: i would have to agree with the other
critiques regarding the eyes and lids. the eyes are too white,
maybe? and too veiny? i'm not sure. but i'm sure you'll manage
to get it right.
:thumbsup:
AndrewHwang
12-06-2005, 01:15 PM
ill try and go back and rework the bump, especially on the lips and ill try a more pinkish tone as well, also thanks for pointing out the thin color differentiation between the lips and face that i did not have, also maybe adding in the crease where the eyelashes would fit in would fix the eyelids. i will post back after getting done with some school work on a new update, thanks alot to everyone for the comments and critiques, very much appreciated from everyone. :)
metamesh
12-06-2005, 04:42 PM
hey Andrew
nice models, in the last one i think you should have a look to the arms, forearms, and the way the arm is joined to the body, it seems odd the way it gets to the body ( not the shoulder but where the armpit etc...) keep posting , nice work
Zerafian
12-08-2005, 06:40 AM
Andrew, I know its a little for any modeling critiques and I dont know if anyone mentioned this earlier, havent read all the post. On your african american male, his pecs seem to be a little to small,which in turn makes his whole mid section small. But all people are built differently so in the end it still works. ;)
Oh and it is still "sketch"...isnt it?
streetsy
12-08-2005, 08:39 AM
I like your models. They look fantastic. :D I do like a tidy mesh.
AndrewHwang
12-16-2005, 09:11 PM
Thank you for the replies, heres some zbrush play that i have been working on
http://img390.imageshack.us/img390/4130/uglyfrank0ue.jpg
http://img387.imageshack.us/img387/5264/uglyfrank28zt.jpg
AndrewHwang
12-16-2005, 09:48 PM
small update, other side done...
http://img381.imageshack.us/img381/5743/uglyfrank31so.jpg
http://img381.imageshack.us/img381/6264/uglyfrank44sf.jpg
http://img381.imageshack.us/img381/6877/uglyfrank51vz.jpg
Woodys3d
12-16-2005, 11:15 PM
Great models, specially with the black man, anathomy seems very, very good!! In the last one, don't know if you finished zbrushing that part, but nose seem to have too less irregularities compared with the rest of the face.
NeptuneImaging
12-17-2005, 02:43 AM
That looks so sick that it is cool...he looks like a burn victim....
AndrewHwang
12-19-2005, 12:54 AM
Thank you both for the comments:)
hi everyone, i had modeled spawn from Todd Mcfarlane's series, please let me know what you think, anatomy and proportion fixes are welcome. thank you
http://img472.imageshack.us/img472/2133/15pe.jpg
http://img472.imageshack.us/img472/55/23be.jpg
http://img472.imageshack.us/img472/7539/39nj.jpg
http://img472.imageshack.us/img472/9162/44zm.jpg
http://img472.imageshack.us/img472/630/51yl.jpg
http://img472.imageshack.us/img472/6428/66ha.jpg
http://img472.imageshack.us/img472/8936/78km.jpg
AndrewHwang
12-19-2005, 12:56 AM
here are the wire frames
http://img352.imageshack.us/img352/4157/wire16vp.jpg
http://img352.imageshack.us/img352/2023/wire24lx.jpg
Jinian
12-19-2005, 05:02 AM
You seem to be modeling a ton of characters in a speedy hurry here. Are you finishing these up for your demo reel, or are you already looking for a job and your posts here are to further advertise your works to potential employers?
AndrewHwang
12-19-2005, 10:19 PM
Jinian - just some things i have been modeling for classmates so they can use in their projects or reels. some of these models will be on my reel, but i dont graduate for another 8 months or so, and its just a means of practice. thanks for the post :)
http://img526.imageshack.us/img526/5492/36dz0xj.jpg
Likesyrup
12-19-2005, 11:59 PM
looking great andrew. I agree with Zeraifan the legs do look a little off, in the upper leg and the calf muscle need to beefed up a little. Can't wait to see the final texture with the cape and everything on it.
Zerafian
12-20-2005, 01:38 AM
I read what ya asked at the beginning of your spawn post. My first question is what was the maya modeling time and the in zbrush sculpting time, this way I know how anal I need to be with my crit.
The first think I noticed were his quads from the front profile. They seem to be slightly flat. Rounding out the outter quad muscle will really help that out. I think his inner calf muscle should stick out a bit more. I noticed on your zbrush sculpt you ahve a muscle curving inwards on the front part of his lower leg. I ahd to check a book to be sure but all the muscles in the front of a lower leg go straight down except on the inside of his leg, they do start to curve, to make the calf muscles themselves. Thats really all i see for with a quick look over. It is spawn so I know he is super ripped. A lot of his muscle stiations I suppose need to be exaggerated.
But man, you should post your model/ sculpt time.
ya know if we were still in class together I would have said the same thing.
AndrewHwang
12-20-2005, 01:50 AM
Zerafian - Thanks man, Maya modeling time was roughly 4 hours and zbrushing time was approx 8-10 hours. all done within a day an a half. I'm glad you focused on ciritqing the lgs, they looked a little funny to me, but couldnt really pinpoint it, ill try incorporating some of the things you had mentioned, but tibialis anterior rotates at a little less than 45 degrees but ill try and have the surrounding muscles run more vertically. Thanks again for the critique.
drawallday
12-21-2005, 09:19 PM
I have been looking through your stuff. Thanks for sharing. Your work is inspiring. Cheers!
marcial84
12-27-2005, 05:25 AM
Hey Andrew,
Wow, cool texturing G. Always cool to see new work from you. Looking great, keep it up. You're improving more and more.
LatOne
01-01-2006, 10:30 PM
Hey Andrew, when you were modeling this Spawn char. did you model new hands or attach old hands from stock? Do you always model everything from scratch (ears, hands, feet, etc.)? Thanks.
AndrewHwang
01-11-2006, 08:22 AM
drawallday - thank you very much for the comment :)
marcial84 - Thanks alot man good luck with your work
LatOne - made em from scratch, if I recycle it usually depends ont he mesh, but if i think they'll fit the character in style and propotion wise ill reuse em.
other character ive been working on for class assignment, please let me know what you think, thanks alot for the comments again.
http://img228.imageshack.us/img228/3970/hellspawn8ua.jpg
BlackNull
01-11-2006, 08:38 AM
There is a clear improvement with each assignement, everything is cleaner with more volume. Keep up the good work! For this latest image, try to smooth out creases to give a different amount of depth for each crease; it will give it more a feeling of flesh under the skin. It's a bit hard to see the modeling with this render, a smooth shaded version would make it easier without the zbrush tesselation. keep it coming man :wip:
jjcoolio
01-11-2006, 02:15 PM
great model. I really like the head part. can't wait to see another update for this one.
AndrewHwang
01-25-2006, 11:02 AM
thanks for the comments and sorry for the late reply, been kinda out of it lately, wish you two the best of luck on your projects, you both have great work, heres a small update of spec diffuse bump, saving color for last, i always have the hardest time with it,
rendered with mental ray in 1:32 sec
http://img38.imageshack.us/img38/7844/render22pu.jpg
gpepper
01-25-2006, 11:24 AM
Great work on every character ! Nice pipeline between ZB and your 3D package ! :thumbsup:
Likesyrup
01-25-2006, 06:26 PM
Starting to look good man not sure about the fecal matter on his head. Do you have a full body shot yet? I want to see more front side and perspective views before I am able to give a crit. not sure if I am digging this character from you honestly, it feels like you put a little less love into it than the other stuff I have seen you do but I can't really get a feel from it with the shots you have posted. Anyways keep up the good work always coming back with more each time can't wait to see this one come to completion
AndrewHwang
01-27-2006, 08:20 AM
gpepper - thanks for the CC man, btw your SSS skin tutorial helped me out so much, i thank you for that!
Luciddream79 - the fecal matter is actually large larvae type worms, hopefully theyll be easier to recognize once the shaders and textures have be built.
heres some texture work iv been playing around wiht, i have some mized feelings about it and am not too confident as a texture artist, so if anyoue could give me some pointers that would be wonderful, Thanks alot!
http://img93.imageshack.us/img93/2506/textureexperiment12fn.jpg
gpepper
01-27-2006, 11:50 AM
gpepper - thanks for the CC man, btw your SSS skin tutorial helped me out so much, i thank you for that!
You welcome ! ;)
Likesyrup
01-27-2006, 03:36 PM
i take back everything i said now that is looking bad ass. love it man. i should always know that you have something planned that i am not thinkin gof . i really like this charter now. and if i can say you sir have some sic stuff going on in that head of yours. hahah
DigitalCrystal
01-28-2006, 05:36 AM
Lookin' good, as usual, my friend. Some of the 'creased' wrinkle lines around the jaw look a little off to me. It's where the 'cheek' skin meets the jaw bone. The lines just look a bit square and artificial. There are also a few smooth part in the clavical area that look a bit too smooth in comparison to the rest of the texturing. But I'm no texture artist, I could be wrong!
Keep it up dude!
jjcoolio
01-28-2006, 08:06 AM
Looking great! I love it! (My only crit might be the tongue is a bit straight in the post above. I know its a wip so its not even something to crit I guess.) But I love you work! Keep it going!:)
MDuhatschek
01-28-2006, 01:30 PM
Hey Andrew,
I was thinking about the texture last night after you showed me and came up with some suggestions, I just used one small area, but the suggestion is assuming you address the whole model with this train of thought.
-Mike
AndrewHwang
01-30-2006, 07:07 AM
Luciddream79 - thanks alot man, glad you like it.
Digital_Crystal - thanks for the critiques, the clavical area hadent been textured int he previous image, but here it is now, feel free to critique.
jjcoolio - Thanks alot man! your work is very inspiring. the tounge was just modeled out straight for an easier rig setup. i will pose it soon. good luck with your work.
MDuhatschek - thanks for the critiqes mike, you have some of the most developed eyes that i have ever met, i tried to impliment some of your critiques not only for the muscle flesh but as far as contrast and variation goes. appreciate the pic as well.
heres the character with spec. diff. bump color combined in maya (no displacement map applied, made some chages and have to generate it again) i was just playing witht he lighting and shaders and textures. Still have to go back and model a few more of his pieces and then start on constructing a proper skin shader instead of just using a blinn. please let me know what you guys think so far
http://img55.imageshack.us/img55/2904/texturetesting14ao.jpg
Likesyrup
01-30-2006, 08:30 AM
looking nice man the only thing bothering me is where his flesh is exposed it doesn't look jagged enough or something.
AndrewHwang
02-03-2006, 11:37 AM
Thanks for the cc scott. he was handed in for class, but ill take everyones cc into consideration if i have time to midfy him before demo reel class. but heres the latest render.
the spec got a little out of hand i think and the eye looks a little dull right now. but need to move on as time for graduation is comming short :sad: any more cc is greatly appreciated. thanks to everyone.
http://img206.imageshack.us/img206/174/closefaceweb6xl.jpg
FrizzleFry0
02-03-2006, 04:13 PM
Apparantly the subdermal and back scatter layers are brought back into the image by an additive process over your diffuse pass. I think there might be hope yet for giving him SSS! It's the solution to everything haha.
Also for the eye shader, it may be cool divide that up into a layered shader like usual, but have the back layer also using either SSS or translucency for a more fleshy feel.
Likesyrup
02-03-2006, 05:12 PM
the spec is mad crazy he looks wet as hell or maybe hes sweating because hes in hell. You have any full body shots of him or just profile or you waiting to unleash the beast. can't wait for the new reel. What alll yo uhave left about four months?
LatOne
02-03-2006, 07:45 PM
Really nice Andrew. When you are laying out UV's for it do you lay them out in zbrush or Maya? If it's zbrush, how do you edit the spec. diff. bump color, do you draw each one? Thanks.
Mikademius
02-03-2006, 07:57 PM
I've been watching this thread and I really like what I see. I love the frog, but the monsterstuff doesn't catch my eye. This is not your fault, your work is very good. Just because I don't like the theme doesn't mean the technical aspect isn't good ;)
I also like the african american/ african (you didn't say where he was from :) )
You show a good range of skill here and I urge you to do more frog-like models and not so much monster stuff :)
AndrewHwang
02-04-2006, 09:11 AM
FrizzleFry0 - yea i tried sss with him a little while ago, got some crits, a few epople said i could tweak it out and they would like it more than the blinn shader that he has now. so ill give it a shot. ill be hounding you, hoping you have to answers for me :) lata man see ya around.;)
Luciddream79 - i got about 5 months left of skool. i wanted to give him a swet slimy look, kinda of like ALIENS, but not this shiny, ill tone it down for the final render.
LatOne - i lay out my uvs in maya, its much more easier to clean up any artifacting in photoshop rather than zbrush in my opinion. and yea he has seperate color bump diffuse spec and displacement on him. you just paint each one for the best results.
Mikademius - thank you Mikademius, i love doing all types of styles, its just kinda what im in the mood for at the time i guess. i will try more stylized characters in the future, and thank you for the comments.
Thanks to everyone for the posts and ake care
andrew
Stews
02-04-2006, 09:14 AM
Nice work! No crits from me, except that imageshack is garbage! :banghead:
Satellite1984
02-12-2006, 11:16 PM
i like the hair you added, very nice touch
this fool almost looks like hes fried
down in hell
nice if you had some sorta steam from body heat on the final render.
Keep coming on strong man, you have busted your ass too hard to not get the job you want.
see ya at school
gotta get back to drawing
lata man
respect
D.
AndrewHwang
02-20-2006, 01:26 AM
Iv been doing 3D modeling for about 1 1/2 years now, and decided to take a stab at sculpting, this ones my first and had lots of help from my instructors about techniques and tools, he took about 2 weeks to complete. Comments and critiques are appreciated, thanks everyone!
http://img469.imageshack.us/img469/2751/collage3zp.jpg[/img]
here are the tools that i had used, medium is super sculpey
http://img97.imageshack.us/img97/3296/tools3kg.jpg
Satellite1984
02-20-2006, 01:30 AM
nice
i like how u ended up spreading the design thruout his arms
Like i said befor man
You did a good job man
i liked that posed it somewhat at the finish
see ya tmrw
lata bro
D.
Likesyrup
02-20-2006, 02:13 AM
Anatomy Upper body looks great the proportions look off though I think you’re going for stylized so it could work. And his pose seems really stiff. He might need more calves and a little more length on his legs. His pose really bothers me actually I can't see anyone ever wanting or trying to stand like that. Other than that it’s a great sculpture fantastic detail on all surfaces. I see that your skills of sculpting in the computer are caring over very nicely.
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