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S. J. Tubbrit
12-17-2002, 05:15 AM
Hi,

Just introducing my latest Work In Progress, temporarily entitled 'Eyelet', until I come up with a better name, I'm currently working on the textures and should post those versions soon.

Workflow is Maya 4.5, Subd's.

Comments and Critique Is Appreciated, although I'm happy enough with where the character is at this stage, hence, me moving onto the texturing phase.

http://www.steven-tubbrit.pwp.blueyonder.co.uk/Eyelet_WorkInProgress_01.jpg

S. J. Tubbrit
12-17-2002, 05:16 AM
Weapons And Clothing : -

http://www.steven-tubbrit.pwp.blueyonder.co.uk/Eyelet_WorkInProgress_02.jpg

S. J. Tubbrit
12-17-2002, 05:17 AM
Close Ups : -

http://www.steven-tubbrit.pwp.blueyonder.co.uk/Eyelet_WorkInProgress_03.jpg

S. J. Tubbrit
12-17-2002, 05:18 AM
Last one : -

You'll have to excuse the quality of the pictures, as they're just screengrabs straight out of Maya : -

http://www.steven-tubbrit.pwp.blueyonder.co.uk/Eyelet_WorkInProgress_04.jpg

karabo
12-17-2002, 05:30 AM
this is amazing work, you are a great artist. How long did it take you to do this?:bounce: :applause:

Dave Black
12-17-2002, 05:31 AM
Holy poop, that's great!

Very nice...Clean, good anatomy, cool character. Love the belts and loin cloth.

Very impressive, friend!

Can't wait to see more. Inspiring...

Edit: Just looking at a few things, I noticed that the overall muscle tone is a bit uneven. I'd add some definition to the hands to tie them more into the rest of the body...but then, I'm sure it's fine.

P.S.

Is he going to get nipples and veins?

:thumbsup: :thumbsup:

typeA
12-17-2002, 05:54 AM
looks nice but haveing your arms modeled down like that can cause some headaches..or it has for me...but if your not riging it who cares..other than that the calf mucels and knuckels need some tweeking:thumbsup:

S. J. Tubbrit
12-17-2002, 09:52 AM
Hi,

Karabo - Hard to say how long I took to do this, I modelled it on and off over a period of about 5 weeks, half an hour here, half an hour there, I juggled it with my full-time job and my wife and son (who's only 6 months / and a handful).

3DZealot - Thanks, yeah, I agree, I will tweak the hands some more and add to the overall tone, I will give the hands some more definable tendons, as for veins, yeah, why not, maybe I'll do that in the texture map phase though.

typeA - His hands are actually stretched outover to a 45 degrees angle, I have them seperated from the body in the main scene, so I can texture them more easily, in these renders I just attached them to the body for the screengrabs only.

Ok, here's a little of where I'm going with the texturing : -

http://www.steven-tubbrit.pwp.blueyonder.co.uk/Eyelet_WorkInProgress_05.jpg

flewp
12-17-2002, 11:01 AM
The texturing is looking great, especially the leather.

Only thing I can suggest is adding some more of a highlight to the teeth and gums, to kind of give it a glossy/saliva look to it.

The modelling is superb, I really like the style.

S. J. Tubbrit
12-17-2002, 11:37 AM
Flewp -

Thanks, The teeth have a hilight, only I made it fairly low, it only catches the light at certain angles, I think a higher glossiness factor would help with the 'drooling' look, but I couldn't get it to look right without making the specularity look badly CG, I think I'm going to end up taking this model into Lightwave for Lighting and Rendering in the end, where I can tweak the textures from there, right now, these test renders are just standard Maya renders.

Regards

Steven J. Tubbrit

karabo
12-17-2002, 12:54 PM
those textures are frikkin' awesome, how the hell do you do that? Are you a 3D professional or something? Damn you are good! I give this thread a five star rating.

S. J. Tubbrit
12-17-2002, 01:02 PM
Hi,

Karabo - Thanks again, textures are just mostly about being able to find good reference material, for the leather texture for instance, my wife has a bible that is really old and worn, been in her family for a while now, and I was able to scan the front and back cover and manipulate it in Photoshop until I got what I want, other than that, it's mostly tweaking in Maya's IPR until I'm happy with the results.

I wouldn't call myself a 3D Professional, as I don't work in the 3D industry, I'm just a regular artist (senior), working for a regular games company, but not doing high-res stuff, just games models/textures.

Thanks

Steven J. Tubbrit

Maximus Groff
12-17-2002, 01:56 PM
Are u using a GForce 3 ti200-500 ? To hold that amount of verts must be equipped.. I use a ti200.

Very good indeed... i did not liked the feet - the fingers are small in the middle and big at the tip, which MAYBE its intentional (for design issues).. but thats IMHO.

Nice texts on this... have tryied the PaintFX texturing methods ? You can add a little hairīs and dirt over all.

The gum and tooth are very good.. way to go.


Give us some wires! hehe

ckaos@om
12-17-2002, 02:26 PM
Very nice design, modelling and texturing !:drool:
No crits from me except perhaps a question : did you choose not to go mad with details ( ie modeling veins etc) for the sake of making the model easier to manipulate ?
I have one more general question aswell : what method are you using to get clean UV's with such a high poly model ?

S. J. Tubbrit
12-17-2002, 03:20 PM
Hi,

Maximus Groff - I'm using a Geforce 4 Ti4200. Yeah the design has the character with square finger nails rather than the usual pointy sharp ones, suggesting a stronger more than vicious look, so with the extra strength needed in the finger nails, they were made slighlty larger.

Can you be more specific on the feet, would you like to see more detail added into that area? I think I'm likely going to finish the character inside Lightwave, so I'll not be utilising Paint FX.

ckaos@om - Thanks, yeah, I wanted to essentially do something different with the forerarms than what I have usually done with my characters, hence, slightly more exaggerated musculature in those areas than others, normally I would extrude down and then shape, but this time, I wanted the tendons and detail that normally I would miss out, as for veins and so on, I intend to do that sort of stuff with simple texture maps, easily enough done to fake the effect.

And as for the UV's, I'm laying out my UV's on the low-poly version, so they carry across quite nicely.

Regards

Steven J. Tubbrit

jamihn
12-17-2002, 05:37 PM
awe, he's great looking! the texturing is looking good as well.

S. J. Tubbrit
12-18-2002, 06:25 AM
Hi,

Jamihn - Thanks for your comment, btw, some nice artwork on your webpages. :)

Regards

Steven J. Tubbrit

S. J. Tubbrit
12-27-2002, 01:34 PM
just working on the body textures now, but here's the bone weapon :-

http://www.steven-tubbrit.pwp.blueyonder.co.uk/Eyelet_WorkInProgress_06.jpg

S. J. Tubbrit
01-11-2003, 11:59 AM
Hi, an update with the textured version.

I'll do this over two posts :-

First off, the Maya screengrab Solid Shaded View : -

http://www.steven-tubbrit.pwp.blueyonder.co.uk/Eyelet_WorkInProgress_07.jpg

As usual any opinions and what not greatly appreciated.

Thanks

Steven J. Tubbrit

S. J. Tubbrit
01-11-2003, 12:01 PM
Ok, rendered version.

Now onto setting him up :)

Any feedback appreciated.

http://www.steven-tubbrit.pwp.blueyonder.co.uk/Eyelet_WorkInProgress_08.jpg

Regards

Steven J. Tubbrit

Joebount
01-11-2003, 12:05 PM
Biceps are way too smell, except that, really cool model and the leather texture is excellent.

S. J. Tubbrit
01-11-2003, 12:08 PM
:)

Thanks for your reply, he's actually meant to have small biceps and triceps, I was trying to emphasise his huge forearms, he's more of a 'hulk smash' type character.. :)

Regards

Steven J. Tubbrit

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