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gu3
01-02-2003, 12:42 AM
http://www.iddingsworks.com/hero.htm
this is my first character in 3dMax...and im kind of stuck.
First of all, since I dont really know what Im doing, any critiques would be welcome. Im not sure how to approach doing the hair for this guy. He needs to have a braided ponytail with some wild strands of hair jutting out. Is modeling the ponytail with 2 lofted braided splines the way to go? Also, he has some big spikey sideburns, which I dont really know how to get started on those...
Any advice/direction to relevant tutorials would be great.

Anyway, let me know what you guys think so far. Im sure I will have a lot more questions as I approach completing this guy. ( I cant even begin to figure out how Im going to rig his big robo hand so that It will animate, not to mention how to texture this thing...)

Thanks for any help/advice...:thumbsup:

gu3
01-02-2003, 12:45 AM
front

gu3
01-02-2003, 12:46 AM
back

CJ
01-02-2003, 01:30 AM
Looks cool, can't wait to see it textured!:thumbsup:

Hexodam
01-02-2003, 03:34 AM
he needs something on the other side to balance out the hugeness of the arm metal thing :beer:

Joril
01-02-2003, 04:41 AM
Originally posted by Hexodam
he needs something on the other side to balance out the hugeness of the arm metal thing :beer:
... like a huge shield.

gu3
01-02-2003, 05:10 AM
here is the concept drawing.

Manicalavera15
01-02-2003, 08:44 AM
Xcellent ...
good design, why don't you create some BIG sword for him?

there's a big problem on the hand, the...in english..huh the INCH :) (thx warhammer and co)
the inch MUST not be on the same level as the others fingers...see your hand...

continue...it s a good design:wavey:

lostfilez
01-02-2003, 08:59 AM
Great job modeling so far, lookin good :thumbsup:
Like stated before, you need to somehow balance him out, either bulk up his body, or shrink that arm. I mean how the HECK is he even gonna walk? or do ANYTHING with that arm???? I really like the idea of the big robotic arm, but honestly, right now I think it's just a bit absurd. :shrug:

gu3
01-02-2003, 04:54 PM
thanks for the comments. I know the arm is absurd.

I was really hopeing to get some tips on how to get the hair looking right, most imprtantly the braided ponytail. But I guess I'll just do it the hard way ( figuring something out myself).

I was looking at Caroline Delen's (ether) site and was impressed by the stylized hair and braids on one of her high poly charaters.

Any tips or comments not dealing with the size of the metal arm are welcome.

gu3
01-02-2003, 10:05 PM
im lofting curves to make hair for this guy...is this a stupid way to do it? I will be adding alot of little inividual strands that jut out every which way...but somebody stop me if they know of a better way...

gu3
01-03-2003, 04:11 AM
also sideburns...if any one has a idea on how to model some scruffy looking 'burns that would be great!

gu3
01-04-2003, 02:47 AM
okay, ive tweaked around with the hair for awhile. Since I'm not able to use maya hair ( is there a hair sim for 3dMax?) im going for the stylized look in my drawing.
Its getting to the point where I will have to model the braided ponytail. If anybody has a clever way to do this let me know.

gu3
01-04-2003, 02:48 AM
...

gu3
01-05-2003, 02:57 AM
does this pass for a braided ponytail? I am going to put a band joining it to the head and add some wisps at the end, but tell me what you think, folks...

Threedeemer
01-05-2003, 07:43 AM
I really like how this guy is turning out, the hair seems great so far in my opinion, it fits the style of the character. I'm developing a character with a giant sledge-hammer arm, one way to rationalize the imbalance is by adding counter weights to key areas on the other side of his body, or whos to say he doesnt have some sort of anti-gravity gyro device in there somewhere, thats where creativity and imagination comes in. Keep it up. Im looking forward to seeing your model develop.

IDownupI
01-05-2003, 10:23 AM
what does the big hand holding....Would it hold a giant axe och sword

CJ
01-06-2003, 01:08 AM
The hair looks good. The bands at top an bottom of it will do, an whe whole thing should look fine once textured :)

gu3
01-06-2003, 04:12 PM
ok, ive put some wisps of hair on the end of the braid, and im know refineing the rough beginnings of a skull for the hair band...what do you guys thinks so far?

gu3
01-07-2003, 02:35 AM
skull has been refined some. Still need to model a hole in the cap in it for the hair to go through...
comments?

CJ
01-07-2003, 02:49 AM
The Skull looks fine... not sure about the braids though... looks like either too many or too thick for looking that tightly woven.. ya know?

windarr
01-07-2003, 06:27 AM
Your character is very interesting and I think you did a great job with the hair. The braid still needs some work though, it doesn't really look like braided hair quite yet.

gu3
01-09-2003, 04:41 AM
well, im nearing the completion of most of the basic model. Whats next? Do you rig a model before you texture it or does it really matter? Can you do all of the UV unwrap stuff (which i have only a vauge understanding of, at best) on the 0 iteration level model and have it tranfer to the high poly version? If there are any 3d Max 5 texture whizzes out there I would really appreciate some direction. Should I UV map and have a seperate "sheet" ( i think im using that term correctly) for each piece of armor and one for the body? Its very easy for me to get lost in the overwhelming amount of home brewed tutorials out there, so a little push in the right direction would be great. Thanks for the input so far, guys!

gu3
01-09-2003, 04:42 AM
and...

windarr
01-09-2003, 07:55 AM
Well let's see here. First off I haven't worked with Max 4 or 5. So if there are some special features that make what I say meaningless, please someone pipe in so I give this guy the right information.

I would suggest that you rig the character before texturing him. If it turns out that you can't get an area to deform correctly no matter how you rig it, you may have to go in to the model and rework the geometry some which can certainly get in the way of the UVW unwrap/texturing process (since you basically would have to warp how your existing painting is to match the change in geometry, which would be a lot more work than is worth it). Once you perfect your rig than I would say it would be ok to move onto texturing.

Now in regards to the iterations. I'm pretty sure that you should experience some sort of texture warping after your character is subdivided to a higher iteration. It might not be too noticeable, because your character looks like it might be pretty high poly before you increased his iterations but it should still be there. Unless maybe if you used nurbs, patches or something along those lines, because I believe I heard that Max 5 works with that kind of thing...hard to describe without a visual. Probably someone else should chime in on this that knows Max 5 and give their 2 cents. But speaking from Max 3.1 you want to have your character at their full resolution before you texture them. I found that out the hard way.

In terms of how you make your textures. Whether they all be located in one giant file (your term sheet), or maybe two pretty big files. Or if you give each scale of armor and tooth their own file it's pretty much up to you I would say. If your computer is up to the task I would probably advise to keep it all in one or two files so all of the stuff is easier to find. However those files can get pretty darn big especially for a higher resolution character like I suspect you want this character to be. Now if you worked in the game industry or wanted to I would probably also advise only a file or two since this is kind of standard operating procedure for them. Oh and also something else to consider is that if you are trying to eliminate seams it would be much easier to make two areas of texture match up seamlessly if you have the pieces in the same file.

Hope that was some help.

Good luck.

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