View Full Version : Low Poly Dr. Fate
dpizzle 06-27-2006, 07:54 AM just something for me to play with inbetween learning zbrush and normal mapping, which
is definitely a learning experience that's for sure :thumbsup:
anyway - Dr. Fate ( bio (http://my.execpc.com/%7Eicicle/DRFATE.html) - wikipedia_definition (http://en.wikipedia.org/wiki/Doctor_Fate) ), one of my favorites, making it pretty low poly, thinking about working on my animation skills with him when i'm done, but i'm not too sure what i have planned for him yet.
http://www.comictreadmill.com/images/DrFate01.jpghttp://upload.wikimedia.org/wikipedia/en/5/5b/AllStars3.jpg
http://www.davidpayneonline.com/misc/drfate_1.jpg
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dpizzle
07-01-2006, 07:23 AM
worked a little bit more on sculpting out the proportions...
http://www.davidpayneonline.com/misc/drFate1.jpg
Jekkle
07-01-2006, 08:41 AM
Hmm, firstly let me say i always love when people do superhero characters, but specifically when they dont do the typical ones or do it in a stylistic way,
I like the posture of the character and the stylization, and Dr fate is pretty rad,
Definetly gonna follow the progress of this one, see if ur texture justifies your modelling, keep going it looks good from what ive seen so far
out of curiosity do u have a turn around or a model sheet for him?
dpizzle
07-01-2006, 05:49 PM
hey thanks jekkle...
Ya, Dr. Fate is an awesome character, i'm glad you feel the same
what i did was take front, side, and back views of an action figure that i have of him, this is what i did for my sinestro model (http://www.davidpayneonline.com/misc/sinestro_scr2.jpg) i did a while back, and i think it worked out very well so i figured i would try it again
:thumbsup:
thanks dude
dpizzle
07-06-2006, 04:21 AM
update - currently at 2200 polys - still got the helmet/neck area and the cape
hoping to finish up soon and try a simple floating animation with him
c&c welcome
http://www.davidpayneonline.com/misc/drfate_3.jpghttp://www.davidpayneonline.com/misc/drfate_4.jpg
JYoung
07-06-2006, 04:52 AM
I'd rework the crotch and shoulder areas.
dpizzle
07-06-2006, 11:38 PM
you're right, his shoulders do need some work, i have a good idea of how to make them work, but i dunno what i'm gonna do with his crotch area, but i'll figure it out
thanks for your input
:thumbsup:
dpizzle
07-07-2006, 01:29 AM
update
still got a ways to go, especially in his crotch area (having trouble there) but i'm looking for some crits so go ahead if you will :)
http://www.davidpayneonline.com/misc/drfate_5.jpg
JYoung
07-07-2006, 05:20 AM
Just make sure you have some sort of space between the legs, and I'd probably try and tweak the hip area to better define it.
You could try something like this to fix the crotch. It's super low poly, but it shows that there's space between the legs and how the edges go up over the hips. Just a thought.
dpizzle
07-10-2006, 04:09 AM
hey thanks yungi-
here's a little update, i think i've still got some work to do on his crotch area, i'm not too happy with it thus far...
also, my poly count is a lot higher than i expected, so i guess it's not TOO low-poly now, but it's still not that high, so it's all good.
c&c ?
http://www.davidpayneonline.com/misc/drfate_6.jpg
JuddWack
07-10-2006, 11:02 AM
You can easily cut many polys out of this. Keep in mind the most important part is the profile, and if polys aren't enhancing it then they aren't as necesary.
I would definitly revise the hand and fingers portion of the gloves and the abdomen to crotch area. I would also make the portion of the gape covering shoulds part of the model. Imagine modeling him with the spandex shoulders and the just extruding the polys for the cape.
And I also think the pose he is in will make him hard to rig and pose more dynamically. I've never dealt with this, but typically biped characters are modeled with palms inward, not faceing away. You should rotate his forearms 90*.
dpizzle
07-10-2006, 11:14 PM
thanks for the tips Judd
i agree that i could lose a ton of polygons, i am going to optimise him when i finish his head and helmet, hopefully i can cut it down a good bit.
i see what you're saying about his cape, but it wouldn't be true to the Dr. Fate look if i changed his cape, but i do see what you mean. His cape is what is adding most of the polygons, because i made it single sided, then extruded the whole thing, so it doubled the count, plus some. I think i am going to fix that tonight, and i'll post the updated polycount.
ya, i usually model my character with the arms and hands in the traditional fashion, but i have modeled them like this before too, and if it's rigged right it works out pretty good.
thanks again !
JuddWack
07-11-2006, 01:40 AM
Ok, but I think you are confused about my cape comment. The part that goes around the front of his chest has so many edges that get tied of somewhere so they don't run around his full body. I think you can loose these althogether, or better yet just extrude the cape polys out of his shoulders rather than making it a seperate model.
dpizzle
07-11-2006, 04:40 AM
okay i got ya...
oh, and the poly count is actually half of what's shown above, because i have the model duplicated in the pictures above, it's doubling the count - it's actually showing 3162 in my viewport
thanks for your comments judd
started on the helmet (nabu)
http://www.davidpayneonline.com/misc/drfate_8.jpg
Jekkle
07-11-2006, 06:00 AM
Its coming along nicely, if i was you id spend some hrs or whatever it takes just making all the contours flow a bit more even if it doesnt add to the shape or deformation, just gives a better flow to the topology and works more in your favor.
Right now its a bit messy n not so organic in terms of flow and i think itd make slight improvments in what already is shaping up to be quite good. you should move verts in the slightest to follow the shape of the forms that they help immitate, like in the leg etc the verts shouldnt just be there they should also create form through there placement.
I do it all the time cause i start off pretty messy at the start by the time im near end of the modelling process i go about and make everything flow really neatly
dpizzle
07-13-2006, 12:41 PM
jekkle
thanks for the info
i after i finish his head and helmet i will go back through and optimise and make everything flow better
dpizzle
07-23-2006, 07:59 PM
okie dokie
been a while since i messed with this guy - here is an update
just about done with the mesh - just got some cleaning up to do
http://www.davidpayneonline.com/misc/drfate_9.jpg
dpizzle
07-23-2006, 08:57 PM
starting the setup process...
http://www.davidpayneonline.com/misc/drfate_10.jpg
makoa
07-24-2006, 08:09 AM
this is rad dude, i love the stylization and you did a good job picking a non-cliche superhero like wolverine or superman or something. great job modelling too! my only crit is that i feel like his head could be a tad smaller. i think it's too big for his lower body atm. pretty small crit tho, as the rest is fun to look at. keep it up bro.
dpizzle
08-23-2006, 05:37 AM
yeah it's almost been a month since i worked on this character for more than 20 minutes...
just about done with his setup - just gotta remember how to change the rotate axis / angle on the joints in his fingers (if anyone could help that would be great - Maya 7.0)
oh - thanks Makoa, his helmet was a bit too big, looks better now.
http://www.davidpayneonline.com/misc/Fate_Bea.jpg
http://www.davidpayneonline.com/misc/Fate_Setp.jpg
Looks awsome I like the style! as for the local rotation axis of the joints just select the joint
display/component display/local rotation axis Once the axis is visable, select the joint go into componet mode then use the select by object type miscellaneous ?- tool icon (local rotation axis) selection mask, then select the axis and rotate to position. nice model lots of character in this one!
Brett....
-KDX-
08-23-2006, 03:15 PM
I think that your eyes could be less spidermannish...aside from that this is a fun model.
-KDX-
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