View Full Version : UGAC - Megaman - chumble spuzz
09-09-2006, 04:23 AM
Alrighty, here's my preliminary ideas:
Shotgun Steam: Medium-range blast of superheated steam that can melt lesser robots to a creamy molten puddle--MegaMan included. :twisted:
Vapor Discharge: Close-quarters defense manuver surrounds BoilerMan in a thick superheated vapor--don't get too close! Also, he might charge at you or something cheap like that. :thumbsup:
These are the last two pages in my sketchbook. Looks like I get to start a new one. :)
09-10-2006, 08:52 AM
Alrighty, finally back home to ponder my previous mega-musings...
So far, of the ideas I've come up with, I'm really liking the pressure gauge and the valve--both of those are definitely making it into the final design. The FireMan-esque head is pretty cool, too, but it looks too much like the source. I think I'll close off that opening in the top...maybe add some vents on the feet and arms to accommodate that Vapor Discharge move.
However, I'm completley torn on which body style to use. The pill-shape (top right, page 1) and the humanoid-shape (top left, page 2) are both pretty cool, I think...but I don't know which to pick! Or is either the best choice? I'm thinking there might be something to that assymetric jobbie on page one, low center...I'll sketch out some more ideas tomorrow.
09-10-2006, 12:06 PM
if i was the one doing it, i'd choose the humanoid in the second image. that one just oozes cool. (the pose doesn't hurt either)
groovy stuff, can't wait to see how it comes along!
09-10-2006, 07:19 PM
Yeah, that's the feeling I get from it, too, WMBrown. I think I'll go with that one...
Sketches coming tonight...I think I'm on to something...:thumbsup:
09-11-2006, 05:32 AM
I have to agree, I am liking the top left of the 2nd page.
What I like about it, is the Steam Smoke Stack on the top of the hat.
The Steam/Pressure gun reminds me of Steam Boy (http://www.imdb.com/title/tt0348121/). Looking forward to seeing more sketches when they get posted.
09-11-2006, 06:25 AM
My favorite is the one with "X"s for eyes and the word "dumb" underneath, there is just something about him.
09-11-2006, 07:16 AM
Well, after much thinking and some sketching I've decided to go with the pill-shaped body. I know the humanoid just ekes coolness, but think about it: BoilerMan. Boilers are large tanks! He's just got to look like a boiler. Even if it means he might look a little less cool. :rolleyes:
So here's my latest sketchin's. I've still got some refining to do on the shoulders and feet...conceivably elsewhere as well...
Yeah. Drawing robots is hard.
09-11-2006, 08:49 AM
after your first sketches i thought i should say, that the non humanoid-like concept is totally correct for me: it has a retro-funny style, while the other just a cool guy with no extras. and im happy u continued both of them, i really like the result in the middle of the third picture. maybe a little bigger weapon-hand. maybe. keep up the good job
09-11-2006, 09:01 AM
I don't agree with that, the boiler shaped baddie could be regular enemies, that's what they remind me of, and then most of the old megaman villians where humanoid shapes or humanoid versions of these kind of level baddies. I'd still go for the first humanoid from the second sketch. anyhow, just my 2 cents.
09-11-2006, 09:16 AM
Good choice, I think if you put a valve handle on the side of his gun arm he could turn it to adjust the power of his attacks.
This guy looks good.
09-11-2006, 06:51 PM
Hey, thanks for all the feedback, everyone!
Yeah, I thought I'd ruffle some feathers with my desicion. I do see your point about him looking like a regular enemy, and he does remind me a bit of the torch guys in QuickMan's level, but I'm trying to glean my design ideas more from NeedleMan-type bosses than anything.
That thought has entered my mind far more than once. Probably more like three or four times. :thumbsup:
Hey, maybe the valve could be like a switch that shuts off the steam flow from his cannon to his ventilation system and vice-versa? That might be a more sensible-ish mechanicalation; I'm no gun enthusiast, but I don't know of any shotguns that have "medium" or "light" settings. :D
09-11-2006, 07:02 PM
I love the middle char. on the third page. Seems very well developed already. I also like that light drawing on the top left of the same page for some reason too.
While the humanoid one on the 2nd page is great it just reminds me too much of torch man.
09-12-2006, 06:24 AM
I really like on your first image in the top right corner. it shows a lot of character. I like how you refined him later on your the middle of your third image.
09-12-2006, 07:58 AM
Well, I've been doing some sketches to refine the feet (I'll post 'em later) and I think I've got something good going, but it's getting late, unfortunately.
Real quick before I stumble off to dreamland:
09-13-2006, 03:33 AM
Man, no comments all day? Certainly my half-finished blocking-out skills haven't left you all speechless... :D
09-13-2006, 05:50 AM
Blockout complete! I still need to refine a few things (mainly the boots), so feel free to C&C!
09-13-2006, 08:08 AM
He need bigger boots and shins :P . Maybe even slightly longer legs (but that's up to you, just a suggestion). Other then those two things, I think it looks great :) .
09-13-2006, 10:15 AM
nice to see some modells, good job.
but imho, the mouth and eyes's area is better on your sketch than on the modell. make it that way, that would be much better. and his weapon hand needs some work too. maybe try what OneSharpMarble said: put a valve handle on the side of his gun arm. just to show us how it looks. beside that its a good modell. i like it.
09-13-2006, 03:34 PM
!!! Oh yeah! I totally forgot about that valve on the arm cannon thing.
And, I think I agree with you about the small boot issue, ace4016...no, wait. I definitely do. :) I think his body should be wider, too...that should accommodate longer legs and bigger boots much easier. A mobile iron tank filled with water need some decent support, dagnabbit! And I'll tweak his face once I get his proportions down.
Thanks, and keep the comments and suggestions comin'!
09-13-2006, 11:26 PM
coming along really nicely! this looks awesome, can't wait to see the next step.
can't wait to see how all these characters shape up in the end, some stiff competition!
09-14-2006, 03:03 AM
i'm diggin it man. really cool style that follows along great with the megaman world.
09-14-2006, 03:17 AM
man, this one is going really nice, i agree about the boots.
09-14-2006, 09:22 AM
So, I thought I'd post tonight and dissappoint you all by not sharing the latest render. :thumbsup:
Suffice to say that I've given BoilerMan a good tweaking, added the cannon valve, and made the boots...well, better, I hope. I'll post a screenshot tomorrow, I swear! I actually would post a screenshot now, but Photobucket is down for emergency maintenence. :shrug:
09-14-2006, 12:26 PM
whenever you're ready to share, i'm intersted in seeing how he's coming along.
09-15-2006, 05:16 AM
Okay, I'm ready to share, now. :)
So what do y'all think? Haven't messed with the face much yet, but everything else has seen quite a bit of attention. I'm gonna post some boot sketches in a bit...
09-15-2006, 05:31 AM
And boot ideas. I think I've got somehting good going here...
09-15-2006, 06:35 AM
I like the design on the lower right the ones just above the last ones most,
I think the ribit designs fit it alot more
09-18-2006, 08:26 AM
Alrighty, here's what I've been working on these past couple o' days:
I'm wondering if this is the best route to take, considering that I have next to zero experience making normal maps, I'm still not sure how to actually make them work, and these are taking me quite a while to make, not to mention my model here is getting pretty mechanically complicated. I'm considering simplifying the design to match the early boss style, circa MegaMan 1 or 2. That would fix my ankle problem here--I'm trying to allow for all the movement real ankles have, but with a simple mechanical design that works correctly and still looks good--and I'm not exactly an engineer or a mechanic. With a simple design akin to the bosses in the early MM games, I'd only need to worry about vertex weights and topology, which is more what I'm used to anyway. And I would so dearly love to finish in time...
09-18-2006, 10:01 AM
well, for me a lot can be solved in bumps (we're allowed bump yes?). Like the space bettween the fron foot and the ankle could be handled via bump/normal. Anyhoo, looks great! footwise for rigging? well, i've always assumed that the funny dome foot most megaman characters have are a flexible metal :)
09-21-2006, 08:28 PM
Well, after much deliberation (and too much time away from the project) I've decided to simplify the design a la MegaMan 1 and 2. I think this will make my character much more "fun-looking," and more importantly, easier to deal with for me, taking into consideration my lack of know-how in the areas of normal mapping, texturing and rendering, all of which gots to learn! (Almost got a hold on global illumination today :thumbsup: ).
But I have one major dillemma at the moment. The face. I have two ideas that I'm trying to choose between, and I need a second opinion! The issue:
Should the vent be above the eyes or below?
Now that I see it this way...I'm kinda leaning towards below...
09-21-2006, 08:39 PM
The meter looks more like a mouth to me, with a tongue sticking out :P . I prefer above, but that's only because the meter looks cool below.
09-21-2006, 10:05 PM
hey, thanx for advise about character, it sounds cool I'll look into it. Boiler Man is cool, he steams when angry :). it might be cool if when angry he changes into like over drive mode and goes super fast or more powerful. just a thought. keep it up and good luck :)
09-21-2006, 10:45 PM
Funny you should mention that. I have a somewhat similar idea that when he charges up (or gets mad or something like that) he'll get start to glow red-orange, kinda like Wire Sponge from MegaMan X2. Hopefully I can get that to render right. :P
09-21-2006, 10:49 PM
Definitely keep the vent for the mouth and the gauge on the forehead. That 'angry robot with clenched teeth' feeling is so much more evident that way. Also, design wise, it fits better having the guage on his head match his temperment.
Grrr im angry..redzone the gauge. Just so much cooler. It's like that vein that pops out on your dad's forhead....you know when to leave the room.
09-22-2006, 12:43 AM
Okay, I'm going with the mouth-grate idea. It just seems natural; I mean, he'll be "exhaling" steam out of it frequently, so, you know...also, I wasn't too keen on the idea of blowing steam directly into his eyes. I know he's a robot, but still. That's dangerous. Kids might see it and think it's "cool."
So, now, I've got some face plate mockups to choose bewteen later tonight/tomorrow, so I'll post those here so it looks like I'm doing something. Pick your favorite! :thumbsup:
Man, I love my MS Paint!
09-22-2006, 01:06 AM
The third one from the right is pretty cool looking.
09-22-2006, 03:23 AM
i like the one before last, the drawings look sweet keep up the good work son
09-22-2006, 03:43 AM
i'm with swizzle, third one looks fine.
09-22-2006, 04:20 PM
I think the second from the left is good. it could be used in the power up idea "when my meter goes red, i get all steamed up". that might work but its your choice.
Good Luck :)
09-22-2006, 04:46 PM
Definitely loving this character ... Absolutely loving it! No crits!
09-22-2006, 05:00 PM
Man, I love my MS Paint!
Best art program Evar!!
09-25-2006, 04:53 PM
great design! I really like it. Looks like something you'd see in megaman! good choice with the vent for his mouth i liked it that way better!
09-25-2006, 05:31 PM
Looking really good!! i like the sketches too.
09-30-2006, 12:05 PM
Alright, finally an update! I've still been working on the boots, trying to refine them to match the "old school stylee," if I may. Here's what I've got, at about 600 tris:
09-30-2006, 05:00 PM
i like wht im seeing the vents look really nice there keep it up yo
10-02-2006, 02:22 AM
I'm finally making some significant progress with the model! All that's left is the rest of the arms and the eyes! I'm really happy with the way the shoulders are looking/working. I wasn't sure at all if I could pull it off in this style, but I'm glad to report that I surprised myself. :thumbsup:
I really want to post a wireframe, but all of a sudden my PrintScreen button refuses to copy an image of the screen to my clipboard (or something. I don't really know). Any gurus out there with ideas on what's wrong? Even MS Paint is griping about "errors getting the clipboard data"...
Anyway, here's how he's looking thus far (C&C welcome, as always!):
10-02-2006, 02:38 AM
sweet yo i like how the shoulders are comin out too
10-02-2006, 08:57 AM
I'm finding that I'm coming in so far under budget, I could afford to smooth out those (surprisingly) jagged shoulders! I might even be able to smooth the shoulder sockets as well...but we'll see. They're not terribly high-priority at the moment; I still have the hand left to do, which will probably eat up a good 500-or-so tris, not to mention the furnace door on his back that I've been completely neglecting thus far, and I've got to finish attaching that lump on his arm, and make the cannon valve, and bevel the muzzle...but it's bedtime. :shrug:
Real quick, before I adjourn to the pillow:
10-02-2006, 09:12 AM
Wow thats awesome! His left arm cannon seems a bit too big but its not really a problem and looks good (though the arms look like they might be kinda long, but you might have done that intentionally). Its just comparing his hands to his feet they seem kinda off. His feet look kinda small for a robot as tall as him. Or maybe cause its 5am and sleepy. hehe
And Smooth what out, it all looks smooth Oo lol I can't wait to see this fully textured and done. Really good job on it man :D
10-02-2006, 03:27 PM
Thanks, Neo! I'm following the blockout I posted on the last page, where his arms just about touch the ground when relaxed. While that might be too long, it looked okay in the block out so I'm not worried; besides, I can always shrink them, if need be. And about the shoulders, my latest render is kinda blurry, but if you look closely :rolleyes: at the render at the top of the page you can see that the shoulders a bit jaggy (despite being a 12-sided circle!). Just seemed surprising to me; both that it wasn't smooth-looking as the rest of him, and that I (seemed to) have enough polys left over to smooth it.
Okay, need to get to work. More to come tonight, hopefully. :thumbsup:
10-03-2006, 02:40 PM
I like it! :)
10-03-2006, 10:30 PM
looking good! i'll be back myself this week. Things are going... better ;D woot
10-04-2006, 02:29 AM
Great progress, lookin very MegaMannish :thumbsup:
10-05-2006, 05:28 AM
Thanks for the comments, everyone! And now, I present:
An update! I'm almost done modeling! Here's a screenshot! Sorry, I didn't get a better view of the now-finished hand. I have to say, I surprised myself once again--I didn't think I could do it this way at all. Even when I was working on it, up until I was about 80-90% done with it, I was thinking this just isn't going to work. I'm gonna have to start over, I just know it. I'll post a close-up pretty quick, here...Oh, and the wireframe screenshot I took at work. I still gotta figure out what's wrong with my clipboard here at home.
10-05-2006, 05:31 AM
its lookin supper nice cant wait to see the texture work
10-05-2006, 06:03 AM
Agreed, looks awesome :)
10-06-2006, 10:49 AM
Ladies and gentlemen, clocking in at a nail-biting 7961 triangles, I present to you the (finally) finished BoilerMan model! :scream:
Now I just have to texture and rig it. In like five days. :rolleyes: At this point I'm strongly considering cell-shading.
10-06-2006, 01:10 PM
Hey great job on the model! fits MM style perfectly :thumbsup: Now just get him textured and posed and you're good to go!
10-06-2006, 03:43 PM
I think your right in thinking of going the cell shaded way. In my opinion, it's the only way to go for the mega man world because some of the characters are so silly that they would not fit in with detailed textures.
10-06-2006, 06:37 PM
I'm quite excited to see where this goes.
10-10-2006, 07:34 PM
yes sir thts a reallynice MM villan u got goin there looking forward to seeing it et textured w000t
oo sweet i made it into the 5th page Yesss!
10-10-2006, 09:01 PM
Hey, guys! Thanks for all the input! BoilerMan's coming along pretty nicely, though I've been having a bit of trouble with the skeleton (it's a LOT more complicated than I thought). So, I'm counting on having him skinned and rigged with some basic IK to make posing that much easier, but unfortunately that leaves no time for unwrapping/texturing. Yes, it's been that kind of battle. So, BoilerMan is going to be cell-shaded. It looks pretty good (since I've ended up using 7997 triangles!) but I'm losing some detail in the grills...if I have time (and energy) enough, maybe I'll unwrap those and try to get some of that definition back.
...okay, immediate update. :)
I may have found a solution for my GRATE problem. (please place you laughter in the jar marked "for pity"). I've altered the mesh and colored some polys to help get the message across that "hey, these are vents." Note the difference between the right and left shins.
Now, I'm fighting the urge to remodel the "mouth." I really want to.
10-10-2006, 09:27 PM
i like the toon, but i duno, when i thought boiler man (now anyways) i thought of silver/red/black. THis may or may not be too late to adjust.
10-10-2006, 10:19 PM
Well, my original idea was that he'd glow red when charging up (or something), but I can give your idea a shot, no prob. :thumbsup: (Who knows--it just might be amazing!) My thoughts on the blue were that that's the closest thing to black iron (like an old steam engine--my main inspiration) that I could get without actually using black as a main color, which, imo, is not a great idea for this particular subject matter.
...in other news, I think I'll have that mouth problem LICKED before long! Somebody punch me. :shrug:
10-11-2006, 12:18 AM
i hope we get a chance to see it textured when u get more time it'll look awesome
10-11-2006, 12:19 AM
Oh, believe me, I've got something in mind already. :thumbsup:
10-11-2006, 09:19 PM
Man, I am coming in on a wing and a prayer here. I've fixed the skeleton, but now I get to re-weight the hand and legs. Hopefully, I'll be able to sort all this out and pose him for a render and photoshop a decent page design to compliment all his sensuous curvature...
10-11-2006, 10:41 PM
I really like how the model came out. nice little details like the hatch and the gauge. good luck on the final stretch here! I'm almost done with the modeling phase right now.....I'll get it unwrapped and textured somehow (i'll be skipping the rigging part it looks like)
10-12-2006, 06:47 AM
Gah...maya is totally wigging out on me. Painting weights no longer works (well enough to say that it does). I am being forced to use the component editor to re-weight the fingers. It's taking forever, and I still have to re-weight the legs...I don't know if I'll make it at this rate. :(
10-12-2006, 05:24 PM
Try to get your entries posted before or on Sunday, October 15th, at Midnight, PST (Entries will not be accepted after 11:59PM, Pacific Standard Time); as judging will begin soon afterwards…
Things are looking up.
10-12-2006, 09:34 PM
Things are looking up.
im very happy about this as well, but I skipped a class last night to finish up this guy, reading that this morning made me work overtime at the j-o-b.
oh well atleast its getting there finally
10-14-2006, 04:19 AM
boiler man is looking great. Keep it up.:)
10-16-2006, 03:16 AM
WEIGHTING IS DONE. FINALLY. :bounce:
Now, all that's left is some light rigging and the renders. Almost there! :thumbsup:
10-16-2006, 03:51 AM
Don't forget to give him the classic pose, one arm straight back the other crossed in front. They used it alot in megaman. This guy looks great.
10-16-2006, 07:35 AM
YEAH! I MADE IT! WOOHOO! HAPPYTIMES! :thumbsup:
I feel perdy good. :D
10-16-2006, 08:37 AM
the final submission is top notch , you really got the cel-shading to work for you. all he needs is a little steam particle effect.
chumble-spuzz for the win?
10-16-2006, 09:56 AM
Hes got my vote. Wish I had more time for my entry :/ Oh well Se la vi.
Great work Chumble. Your character would fit perfectly into the mega man universe.
10-17-2006, 03:46 AM
the others are right, the cell shading is great. i would like to have seen a metal texture on him for super life like appearance. it's cool either way.:)
10-18-2006, 06:23 AM
I have to say there are a few things bugging me about this model. It is well done, and there is nothing on the technical side that bothers me about it, but a few things on the art side are putting me off to this entry. I know the comp is done, but perhaps this would help for future endeavours.
1. Your model is almost at the 8,000 poly limit, yet there is very little actual geometry detail. You used all those triangles to make the model very smooth, but they could have been put in other areas to help out more. Modeling rivets into the "boiler", modeling in some dents in the piping to help have the cell shader accentuate it. Putting something inside him, for instance, instead of using all those polys to model out the hinge wouldn't make him so hollow looking.
2. Cell shading doesn't make you exempt from putting lighting information into the texture. On the dial you could have put hatch marks to help it read better as a heat indicator. His inside color is the same as his outside, and the cell shader itself doesn't help to show that, the door is lost in your rear view beautey render as well as his hip area. It looks like a gray blob with no definition from that angle, and a bit of shadow would have gone a long way down there. The vents are lost when it is not in an angle to show the black stroke, as well as smooth and "plastic" feeling over the rest of his body. Adding in your own lighting into the cell shader would have helped you pop out more of the details on the character.
I deffinetly dig this model, don't get me wrong, thats why I'm being a nit-picky asshole. I think you could have pushed this farther for a much more polished finish.
Otherwise, good work.
10-18-2006, 08:44 AM
Hey, Vorge, thanks for the hefty crit!
My personal goal for this comp was to help me get better acquainted with Maya, as I'm reasonably knowledgable only in the polygon and NURBS modeling aspects of it. I suppose in that sense I failed miserably due to the fact that I spent so much time modeling that I didn't even get to unwrap and texture him, though I did learn a great deal about building a skeleton and some more about mesh weighting, which was cool. I do plan on fleshing this guy out more fully, and exploring those areas which I neglected in order to make the deadline. And I really want to build an animator-friendly rig.
For the record, I so wanted to put rivets on this guy (still do, in fact)! I also wanted to do a normal map and--well, you've probably read those parts in the thread where I drastically changed direction. But I'm gonna take a break from BoilerMan for now (so I can finally play Okami, and just plain relax). I'll post a wip thread in the game art forum or wherever it should go and hopefully soon I'll flesh BoilerMan out to what he really should be. Steam effects included!
Oh, an by the way, it turns out I never actually finished weighting the hands. Yeah, I forgot to do the second knuckle of the thumb. The things you find wrong with an hour to go, I tell ya. :rolleyes:
10-25-2006, 05:21 PM
You were robbed, Boiler man was definitly first place. Ohwell you still have a great model there.
10-28-2006, 10:51 PM
Ain't no thang, Marble. :thumbsup: I'm just glad I got him to a point where was presentable. And seeing my renders in the submissions thread with but five minutes to spare...boy, that was some kind of satisfied relief. I'll have to do one of these again.
10-28-2006, 10:51 PM
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