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Neison
09-27-2005, 03:47 AM
I've been in the mood for digging up old concept sketches and turning them into playable characters. This is my favorite of four I have in progress right now. I've gotten somewhat-happy with this guy's head, but I will need serious crits with the body.

You may notice that the model is not exactly what's in the character sketch; that's because the sketches are a couple years old and I'm refining them in the modeling phase.



http://www.nathangilder.com/cgtalk/daemonBreeder/daemonBreeder_conceptSketch.jpg

http://www.nathangilder.com/cgtalk/daemonBreeder/daemonBreeder_headProgress1.jpg

http://www.nathangilder.com/cgtalk/daemonBreeder/daemonBreeder_bodyProgress1.jpg (http://www.nathangilder.com/cgtalk/daemonBreeder/daemonBreeder_bodyProgress1.jpg)

All crits and comments are welcome - thanks in advance for them!

TheRedemption
09-27-2005, 03:53 AM
hmm well that depends on what you are refining excatly, whats the poly limit for the character? do you plan on normal mapping him? it looks like the armor on the chest and the skull on the head would really benefit from normal mapping.

badass concept art too :thumbsup:

Neison
09-27-2005, 12:39 PM
hmm well that depends on what you are refining excatly, whats the poly limit for the character? do you plan on normal mapping him? it looks like the armor on the chest and the skull on the head would really benefit from normal mapping.

badass concept art too :thumbsup:

Good questions, and thanx for the compliment :)

By refinements I meant more "detail oriented" things, for instance in the head model where I removed the joining section of the lower jaw on his 'helmet'. I like the overall concept, not much will be changed.

My intended poly limit was going to be 7000 triangles. As for normal mapping, that's something I have yet to explore -- maybe I'll read the sticky thread and decide from there ;)

TheRedemption
09-27-2005, 04:01 PM
well with a limit like that you could get a healthy amount of detail on it and with some good texture work i suppose you could get away without normal mapping but if you have the time i think normal mapping it would really help(ie. the muscles on the arms, the detail in the chest, the legs and the helmet). but alas im kinda new to this so thats just my opinion

Neison
09-29-2005, 03:04 PM
Just a small update with some work done on the upper arm. I'm still working out how to have the pectoral intersect with the deltoid. If someone has a good tutorial on this section of the body for a low-poly model, it would be appreciated. I've looked at other meshes and am trying to work from those (not an easy process).

http://www.nathangilder.com/cgtalk/daemonBreeder/daemonBreeder_bicep1.jpg


http://www.nathangilder.com/cgtalk/daemonBreeder/daemonBreeder_bicep3Q1.jpg


http://www.nathangilder.com/cgtalk/daemonBreeder/daemonBreeder_tricep3Q1.jpg


http://www.nathangilder.com/cgtalk/daemonBreeder/daemonBreeder_tricep1.jpg

Crits & tips more than welcome, thanks :)

Neison
09-29-2005, 03:07 PM
well with a limit like that you could get a healthy amount of detail on it and with some good texture work i suppose you could get away without normal mapping but if you have the time i think normal mapping it would really help(ie. the muscles on the arms, the detail in the chest, the legs and the helmet). but alas im kinda new to this so thats just my opinion

Yeah, I aimed rather high in my limit. The head is exactly 500 verts, so in general I'm starting out low and ramp up as needed (I don't think I'll actually hit 7000 tris).

I probably will do normal mapping just because I haven't done it before; gotta start sometime :)

SHEPEIRO
09-29-2005, 03:15 PM
this is an ideal project to start on as well. got a ciopy of Zbrush,? its perfectly suited to doing this kind of detail.

Steyn
09-29-2005, 08:00 PM
Just a little two bits from my side, actually just more like one bit, his face, I know you probably haven't fully finished with it, but he looks a bit pretty boy at the moment, don't you think? I mean for someone who breeds daemons for a life, he doesn't look much rough sided. Here look at this pic, http://www.originalcult.com/face.JPG, now that's the face of someone who really knows his business around daemons.

But that's just me, but you can ignore me if you want to, other people do it.

the_podman
09-29-2005, 10:03 PM
Nice concept, and you're doing a great job with the model too. Really nice control over edgeflow.:thumbsup: I like it.

-podman

TheRedemption
10-01-2005, 03:10 PM
just a suggestion, if your having trouble getting the flow right you could find some human reference pics, its helped me a bunch in the past. Keep it up dude!

TheRedemption
10-01-2005, 03:11 PM
Just a little two bits from my side, actually just more like one bit, his face, I know you probably haven't fully finished with it, but he looks a bit pretty boy at the moment, don't you think? I mean for someone who breeds daemons for a life, he doesn't look much rough sided. Here look at this pic, http://www.originalcult.com/face.JPG, now that's the face of someone who really knows his business around daemons.

But that's just me, but you can ignore me if you want to, other people do it.

good point! granted the face he as is nice i think a mean rugged face would be much more fitting.

Neison
10-03-2005, 01:34 PM
this is an ideal project to start on as well. got a ciopy of Zbrush,? its perfectly suited to doing this kind of detail.

I think the university owns a copy. I'm definitely a detail freak and am anxious to see how Zbrush will make this project look in the end.

Just a little two bits from my side, actually just more like one bit, his face, I know you probably haven't fully finished with it, but he looks a bit pretty boy at the moment, don't you think? I mean for someone who breeds daemons for a life, he doesn't look much rough sided. Here look at this pic, http://www.originalcult.com/face.JPG, now that's the face of someone who really knows his business around daemons.

But that's just me, but you can ignore me if you want to, other people do it.

Pretty boy :)

I understand what you're saying, but something burly and "out of hell"-looking isn't what I was going for; we'll see how he looks with texturing. Thanks for the thoughtful comments, will keep them in mind!

Nice concept, and you're doing a great job with the model too. Really nice control over edgeflow.:thumbsup: I like it.

Thanks, I'm trying my best :scream:

just a suggestion, if your having trouble getting the flow right you could find some human reference pics, its helped me a bunch in the past. Keep it up dude!

Ya, I actually know my anatomy pretty well, it's deciding when to break edgeloops and how to work with geometry corretly that's the problem. I'm doing my best to keep how he will be animated in mind. A problem of trial and error I suppose.

Neison
10-03-2005, 01:45 PM
An update from work done over the weekend. Still working out how the front shoulder joint will merge with the armor chest plate (see closeup of armpit area). I broke the edgeloops in front because they weren't blending well at all, might try a quick rig to see if the deformation will be acceptable.

http://www.nathangilder.com/cgtalk/daemonBreeder/daemonBreeder_arms1.jpg


http://www.nathangilder.com/cgtalk/daemonBreeder/daemonBreeder_arms2.jpg


http://www.nathangilder.com/cgtalk/daemonBreeder/daemonBreeder_arms3.jpg


http://www.nathangilder.com/cgtalk/daemonBreeder/daemonBreeder_arms4.jpg


http://www.nathangilder.com/cgtalk/daemonBreeder/daemonBreeder_armspitCU1.jpg


Thanks for your comments and suggestions

utchamp
10-03-2005, 03:48 PM
Looks good.... really good.

you need to bring the shoulders up more....that might make it easier for ya.

Neison
10-04-2005, 05:10 PM
Good call, utchamp. Thx.

http://www.nathangilder.com/cgtalk/daemonBreeder/daemonBreeder_armspitCU2.jpg


http://www.nathangilder.com/cgtalk/daemonBreeder/daemonBreeder_bodyProgress2.jpg

utchamp
10-04-2005, 07:50 PM
Looking much better.



can you do a render from the side and not a 3/4 view? that would help for C&C.

Neison
10-04-2005, 08:22 PM
Sure, thanks for asking. Here is side (perspective view) and a zoomed out 3/4.

http://www.nathangilder.com/cgtalk/daemonBreeder/body_update4.jpg


http://www.nathangilder.com/cgtalk/daemonBreeder/daemonBreeder_bodyProgress4.jpg

the_podman
10-04-2005, 10:12 PM
Looking great! Taking it nice and slow, I like that.. The way you've got the forearms modeled suggests that you will use "roll" joints for proper wrist/forearm deformation via an extra joint between the elbow and the wrist. It's an excellent canidate for Maya 7's FullBodyIK riggs(They are very easy to set up, even easier than MotionBuilder's FBIK setup), which support automated roll joints in the biceps, shoulders, forearms and legs.

Keep in mind that the forearm in your current modeled pose assumes that the palms of his hands are pointing back and not forewards like in your concept. The forearms are in the "extreme" pose. In this pose, the wrists would not taper inwards in front view but would in side view, but it looks like you already knew this from your pics. ;)

Only crit I have is to work out some of the polyflow from the deltoids to the chest/back muscles. Right now, they are just uniform loops.

Keep up the great work, it's great to see modeling WIPs, I learn much from them.

-Rod

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