View Full Version : Undead burned werewolf
Cyborgguineapig 05-23-2006, 03:28 AM Latest Update:Zbrush Sculpting & low poly normal test
Looking toward your feedback:)
Zbrush VVV
http://img456.imageshack.us/img456/3951/21dv6.jpg
6000 Tri VVV
http://img456.imageshack.us/img456/2702/19yh9.jpg
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Cyborgguineapig
05-23-2006, 03:36 AM
oldest update
Here is the wire so far, ignore the arms for now
http://img353.imageshack.us/img353/9893/22zz.jpg
Good Start!
Couple of crits though, the muscle structure in the arm looks a slight bit off. The deltoid seems to stop too abruptly at the shoulder; it should blend more into the biceps. Also the biceps should be more distinct considering how muscular the rest of him is. Sometimes it helps to model the arms at a 45 degree angle in anatomical position; you can define the muscles more clearly.
Also I'm just throwing this out there as a concept thing, the ears are good. However I think they would be more threatening if you angle them like a triangle the thicker towards the base where they connect with the head. Kind of like a German shepherd except more jutted out and tilted down.
http://www.gotpetsonline.com/pictures-gallery/dog-pictures-breeders-puppies-rescue/german-shepherd-pictures-breeders-puppies-rescue/pictures/german-shepherd-0226.jpg
Other then that great job, I'm looking forward to seeing this progress :).
Edit: LOL didn't see the ignore arms part... :p
Cyborgguineapig
05-23-2006, 04:51 AM
Hey Adam thanks... But What part of ignore arms did you not get!? HAh Jk man:)I usually model the arms in 45º but last time I tried to rig it it was a little more difficult so I tried going straight out this time. I think what I will do is model in 45º then if I decide to rig on another date I will straigten the arms.
Good point about the ears, I didn't think about that.
Cyborgguineapig
05-26-2006, 04:39 AM
New Update for tonight, mostly with face. I adjusted the ears to be more threatening. Feels like slow progress and I've already had to have this model mostly finished since last Monday:hmm:.
http://img155.imageshack.us/img155/2361/30yz1.jpg
Nose, arms and legs are in the works still
http://img124.imageshack.us/img124/5552/47ht.png
Cyborgguineapig
05-26-2006, 06:48 AM
Here was the original concept I drew out. Somewhat rushed, I'm planning to draw a few more detailed concepts in the coming days...er while I model him. This character is actually a hero in a story I've somewhat thrown together in my mind and in script form. shot in the face and burned alive under the full moon, our hero is actually killed But in a surprising twist he arises as an undead werewolf to take his last breath of vengeance before the sun comes up and the hero can rest in peace.
http://img158.imageshack.us/img158/1964/untitled850ea.jpg
Well I had a cool well thought out post but my computer craped out so I'll paraphrase it Cause I'm tired now and on my way out lol.
The Face and Ears looks good... lots of character, maybe too much detail, you can do a lot of that in zbrush... It's up to preferance though.
The upper rim of the nostrils looks to thin.
The Forearm is out of proportion.
Your missing a lot of arm muscles.
Hands look good mostly, the wrist is strange.
Abdomidal muscles are strange.
Hip to waist ratio is off a bit.
Could be the angle but it looks like you're completely missing the Vastus Medialis.
Your concept and concept image are totally awesome.
Theres more stuff but I'm too tired now, I just wanted to post some crap. I'll go into more detial about the anatomy tomorrow unless someone else does.
So yeah sorry for my totally lame post, good job and keep up the good work... and sleep time LOL, ttyl...
neonneo
05-26-2006, 09:09 AM
how is the AI of SD?
Cyborgguineapig
06-06-2006, 09:10 AM
Adam - Thanks for sticking with my thread, your input means a lot for me
neonneo - I have mixed opinions about the AI. Half the instructors are great and half are rather bad. The social atmosphere is rather bland for an art school. Year round schedule so its easy to get burnt out. many classes are uninteresting or boring especially general ed.
The bar in terms of quality art are rather mediocre but I tend to push that slightly for an AI student. We just got a Fashion Design program at the SD campus so there has been an increase in the amount of attractive females strutting around:drool:. People are mostly friendly. Good way to contact and network through workshops with industry working visitors. Good resources in the library. plenty of clubs and organizations to get involved in.
Cyborgguineapig
06-06-2006, 09:14 AM
Some updates
Here is an update for the arm
http://img162.imageshack.us/img162/6618/50hp.jpg
Work on the back - still needs more work. Lots of people have said "nice wolf ass" so far so I guess thats a good thing.:)
http://img104.imageshack.us/img104/3051/61dj.jpg
Overal, added some teeth, leg muscles, refined chest and stomach
I'm having trouble getting the legs I want. Although the tapology is pretty clean I'm getting an undesired "lumpy" look to the legs. From the side the legs look pretty good but from the front they look strange. Suggestions, comments, crits?!
http://img104.imageshack.us/img104/7903/73ce.jpg
Digital_Rebellion
06-06-2006, 11:35 AM
Hey u're working on a good concept! Can't wait to see the Zbrush details! As for the model you have now, it's looking very impressive for a WIP and i'm sure it will be looking great when u're done. As for the lumpy look, i guess you could lighten up the mesh around the muscle groups. The waist is probably a bit too thin for me. The elbows, knees look a bit pointy. And the areas around them seems a little out of proportion in the previous pics.
Overall work so far is superb, I'll be visiting regularly :thumbsup:
neonneo
06-07-2006, 05:49 PM
Adam - Thanks for sticking with my thread, your input means a lot for me
neonneo - I have mixed opinions about the AI. Half the instructors are great and half are rather bad. The social atmosphere is rather bland for an art school. Year round schedule so its easy to get burnt out. many classes are uninteresting or boring especially general ed.
The bar in terms of quality art are rather mediocre but I tend to push that slightly for an AI student. We just got a Fashion Design program at the SD campus so there has been an increase in the amount of attractive females strutting around:drool:. People are mostly friendly. Good way to contact and network through workshops with industry working visitors. Good resources in the library. plenty of clubs and organizations to get involved in.
yea man i knw what you mean. The AI of Oc ain't much better, probably worse being that its fairly new, teachers come and go fast.
I totally get burnt out, my friends dont even know how much stuff i do, and at most we get a 3 wk breaks and then we go at it again. Loss of motivation sucks, it just turns out uninspiring work, blah.
Though its great to see teachers motivate us and help us in a sub par environment. The reels are mediorce at my school but are getting better.
But this a standpoint coming from the animation/game majors, the others are probably compeletly fine.
Cyborgguineapig
06-08-2006, 02:40 AM
neonneo (http://member.php?u=170053) thanks for sharing your thoughts. Yeah At this point I'm basically at the get things done and get my ass the hell out stage.
I'd greatly appreciate any comments or crits.
Cyborgguineapig
06-08-2006, 05:20 AM
I've fixed up the legs and make tweaks to the head, arms, neck and knees and groin. For the base mesh knees down still need work as well as back.
http://img74.imageshack.us/img74/1252/88uc.jpg
Hey Artur,
It's looking friggin' great man! Every tweak is making him better and better!
I did some photoshop things for the arms most importantly the wrist in my opinion. Everything else is up to how you want your character to look muscle-wise, but the wrists are fairly universal.
http://i31.photobucket.com/albums/c383/Celiak01/50hp.jpg
And then I did some proportions changes on the full body shot. Again their pretty much my interpretation, there are no real mistakes I'm correcting. In my opinion the neck area could be improved a bit instead of going straight down the muscles in the neck kind of curve and taper. That way they look a bit more natural and ultimately draw more attention to the face. Oh, and a small thing the nipples are usually lower then that on males, not that anyone is going to notice or care...
http://i31.photobucket.com/albums/c383/Celiak01/88uc.jpg
That's all I really notice for now, your doing a great job :). Keep it up.
Edit: I forgot the glutes, the butt should be much wider and a bit longer...
Cyborgguineapig
08-01-2006, 05:52 AM
Well its been nearly 2 months since I last updated. After finishing the Sub-D mesh in maya, I converted it to polygons then exported it into 3dsmax. From there I took the imported model (15,000 faces), mesh smoothed it and then collapsed once again. This gave me a polygon model similar in shape to original sub-d model in maya and at (30,000)faces. I also took the 15k model, optimized it and created a low poly game model from it (6500 faces) seen on right.
Now you are probably going to ask why all that extra process? Why not simply make a low poly and go straight to Zbrush? Why did I even bother creating a Sub-D model?
First: I don't consider myself skilled with Z-brush sculpting yet and didn't want to end up with the common newb lumpy syndrom and am not used to modeling everything from scratch yet so anything I could pull from the Sub-D model, muscles and such I'd work off as a base in Zbrush.
Second: I had originally made the Sub-D for a high poly modeling course at school but am now using it for a game modeling course this quarter and for my portfolio.
On the left is the model I will export to Z-brush. The UVmap for the low poly is nearly done, now the fun begins:)
PS.Adam, I incorporated most of your suggestions, thanks again
http://img56.imageshack.us/img56/4102/17zv2.jpg
XTitan
08-01-2006, 06:32 AM
I'm really liking this, and I'm looking forward to seeing where you take this.
P.S. UPDATE YOUR PAGE PLEASE :)
Cyborgguineapig
08-02-2006, 10:37 AM
thanks for your interest Pavlin. Yeah my webpage needs an update:DIt'll be a complete rework since I lost the original webpage files on a harddrive crash.
Here is a quick normal map test I did to get myself accustomed to the workflow (max to zbrush to max). The gizmo just off screen is an omni light I'm moving around to test the normal shadows.
http://img74.imageshack.us/img74/449/18pl3.jpg
Cyborgguineapig
08-04-2006, 12:34 PM
Bulked him out with more form in Zbrush
http://img456.imageshack.us/img456/3951/21dv6.jpg
ZbrushSculpting continuedhttp://img56.imageshack.us/img56/1995/22bh1.jpg
6000 tri model with normal applied VVV
http://img456.imageshack.us/img456/2702/19yh9.jpg
Neeno
08-04-2006, 02:55 PM
nice anatomy. Especially his back. Looks great man. Keep it up. No crits.
ashrass99
08-04-2006, 03:04 PM
Model taking good shape, keep it up.
Cyborgguineapig
09-03-2006, 06:22 AM
Guys I have finished this model and it is waiting for approval by the mods. I thought I'd go ahead and post some of the additonal zbrush work I did to make the normal map. Thank you again for your suggestions early on.
http://img131.imageshack.us/img131/4355/zbrusheuw2.jpghttp://img181.imageshack.us/img181/6959/zbrushe2on7.jpg
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