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Cyborgguineapig
09-21-2006, 09:29 AM
Latest Update
http://img221.imageshack.us/img221/4787/render4qr0.jpg
Latest Update
After a rather dissapointing werewolf model I have now started a new project nicknamed Rumple Peltskin, no relation to Rumpelstiltskin the dwarf lol. Here are some concepts and where I'm at with the model. This project is well in "speed" mode so I should have some Zbrush progress to post later today.

http://img206.imageshack.us/img206/9805/untitled6hu0.jpghttp://img206.imageshack.us/img206/1622/untitled11ns3.jpghttp://img92.imageshack.us/img92/5489/untitled7te3.jpg

benclark
09-21-2006, 01:53 PM
This is a great start, looks like an ideal character to take into Zbrush

I think the proportions of the legs are a little off, I cant really put a finger on it but just now your model looks overly top heavy like he would just topple over in the wind

Also I find it a lot easier to rig a character if the palms face forward - might just be a personal preference but I thought I'd mention it

Keep going its looking good

Gamedev
09-21-2006, 05:33 PM
Art,

hes looking good. A lot of the work still left to do will come in ZBrush - like the formation on his back, the texture on his thighs and his chest. Its going to be one hell of a normal map. As for the proportions, we'll have to see when you finish off the feet to compare. The arms at first glance look a little twisted but I can see its just how the hands are backwards.

you going to try and get this done for class tomorrow? :)

Cyborgguineapig
09-21-2006, 11:17 PM
Art,

hes looking good. A lot of the work still left to do will come in ZBrush - like the formation on his back, the texture on his thighs and his chest. Its going to be one hell of a normal map. As for the proportions, we'll have to see when you finish off the feet to compare. The arms at first glance look a little twisted but I can see its just how the hands are backwards.

you going to try and get this done for class tomorrow? :)

I wish:sad:

Cyborgguineapig
09-22-2006, 01:47 AM
Low is basically complete

Alchemist101 He may have looked top heavy because the legs and tail weren't built correctly yet. When posed correctly this characters arms are supposed to dangle down and forward like in the concept. Iether way if it continues to look top heavy I'll just continue to increase the tail size:D Unwrap time now... be back in a few hours:thumbsup:
http://img226.imageshack.us/img226/2733/front2pz3.jpg

Gamedev
09-22-2006, 07:36 AM
well, its been a few hours... ha, kidding! Im about to update my thread shortly and then continue working... gah!

Cyborgguineapig
09-30-2006, 01:54 AM
Well I've been on break from school and have done a little work with Zbrush. Here is where it is at on the low poly model with about an hour of work. http://img81.imageshack.us/img81/2481/mcave1xg7.jpg

Gamedev
09-30-2006, 02:51 AM
Its starting to take shape and looking good. Did you have any color comps or thoughts on texture?

Cyborgguineapig
09-30-2006, 09:53 PM
Here is a color comp I produced a while back. In the final texture the purple color will be a much darker tone than shown in the concept. I was thinking some parts of the body would be exoskeleton-like and others more fleshy. http://img197.imageshack.us/img197/7932/finalpost4do9.jpg

Cyborgguineapig
10-08-2006, 11:59 AM
Here is a small update from a few days ago testing the normal map in Max. its coming along well. The arms and legs are nearly done and after that then it will be on to the back and smaller refined details. Please ignore the artifact seems, the model was simply not exported properly from Zbrush is all.
http://img182.imageshack.us/img182/6677/front3pr8.jpg

Cyborgguineapig
10-09-2006, 12:38 AM
Any suggestions or thoughts? I'm curious to know what people think of the leg muscles. I was experimenting with different things trying to get an alien feel which still looked believable and functional, but I may just go with common anatomy people are familiar with. In my concept sketches the legs are supposed to be exoskeleton shielding so I may just scrap the whole fleshiness of the legs all together and just go with plating. In fact I think I will do that.

Cyborgguineapig
10-09-2006, 01:21 PM
Zbrush work

http://img227.imageshack.us/img227/56/front5gh8.jpg

Gamedev
10-09-2006, 05:51 PM
Hey Art,

Its coming along fast. I'm really starting to like the ‘crustaceans’ on his back. They are well done. I don’t think the leg anatomy looks too far off in terms of being believable. Have you done the feet yet? I think the hands need a little more love as well. I'm excited to see what kind of shader you will use to create the exo-skeleton look. I think the textures will really bring him to life.

Keep posting your progress! See you tue night!

Cyborgguineapig
10-09-2006, 10:00 PM
Thanks Tyler! I will be getting to the feet and hands tonight. As you can see in the Zbrush shots I completely redid the anatomy of the upper legs so they resemble shielding more than muscle. The arms appear a little chunky in Zbrush but apply well onto the low poly model and so thats all I really care about. Tonight I will begin with the hands and feet and finer details and should have a finished normal map for tomorrow nights class class. I am a little concerned that the character will be too busy in its appearance, somethiing Darek pointed out to me. My work-a-round for that will be to leave the fleshy portions of the model smooth and untextured, such as the belly and apply smaller detail texture to the chest and head to give those areas more attention.

Cyborgguineapig
10-13-2006, 09:04 AM
Alright new update! Zbrush work is complete and these are the nromal maps thus far on the model in max.

Now I am adding more detail to the normal map via photoshop

Psionic Design
10-13-2006, 12:02 PM
Very cool model so far and the detail in the normal map looks great, keep the updates coming ;)

-KDX-
10-13-2006, 08:04 PM
I am a lil freaked out, and thats a good thing. very nasty/creep bastard u got there...keep it up.

-KDX-

Cyborgguineapig
10-14-2006, 10:25 AM
Thanks for the comments guys, really appreciate them:)


Normal map Finished
http://img179.imageshack.us/img179/9109/front8ee6.jpg

http://img183.imageshack.us/img183/4396/front9jx6.jpg

Cyborgguineapig
10-15-2006, 02:38 PM
After finally figuring out how to get a cavity map out from Zbrush this is the very beginning of the Diffuse color map. Specular is just a material specular in Max for now.

I also decided to go ahead and rig the character with biped. Only after I generated all my normal maps and such I discovered that the shoulders deformed very bad when I initially attempted to pose the arms:blush:The only work-a-round was to redo the topology of the shoulder a lot cutting, deleting edges and welding:banghead:For the most part the textures and UV's stayed intact though some areas such as the shoulders and under you can see have unsightly seems which I'll have to clean up.



Lesson learned?
Use a biped before unwrapping to check bad tapology. :thumbsup:



http://img176.imageshack.us/img176/2042/front11od6.jpg

Cyborgguineapig
10-17-2006, 06:03 AM
Ug I've spent nearly an entire day trying to paint a texture map with no success...Its like trying to paint a displaced terrain, its almost impossible and better suited for a procedural texture. Its not that I'm bad with texturing, its just I find it hard to try and paint from Normal maps because the shadow information is different all over due to RGB channels.

Edit: Okay so I've made a displacement map in Zbrush which I will use to start the texture from..Thanks god for displacement. Oh yeah and on a side note I managed to completely destroy my biped which means I'll have to do it all over again:cry: But that won't be hard since I've gone and fixed all the problems with the meash already.

Cyborgguineapig
11-10-2006, 01:15 PM
Hey! its been a while. I am about 99% done with the character. This is a quick unlit render for now. I'll upload the money shot renders to the gallery either today or tomorrow. :)
http://img221.imageshack.us/img221/4787/render4qr0.jpg

Gamedev
11-10-2006, 06:18 PM
Its looking really good. Only crits would be the things we talked about in class. I really like the hands though, they have an interesting look that’s believable. Do some beauty renders and post as well as a lowpoly wireframe over normal.

Cyborgguineapig
11-10-2006, 09:46 PM
Thanks tyler, I have already made a few of those chages and will try to cover a few of the points thrown around in class.

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