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View Full Version : HARDCORE MODELING!: Ray Harryhausen Tribute: Creature - Talos


Wrench
01-18-2007, 11:06 PM
Hi, I just had to enter this challenge, it seemed too interesting to pass up. This is my first entry into these challenges so I hope Im doing everything right. Anyway, it took me a while to get my references in order and this is what I managed to get done so far.

http://i144.photobucket.com/albums/r184/LucaGster/Snap1.jpg

Wrench
01-19-2007, 03:51 PM
Minor update:

http://i144.photobucket.com/albums/r184/LucaGster/Snap2.jpg

Cameo
01-25-2007, 09:42 AM
Hey Wrench, well done for getting involved. There is no right or wrong way to do these challenges, I believe the point is to develop your skills and improve your modelling rather than competing with other people doing the challenge. I would like to have had a go myself but can't spare the time, but because I love Ray's work and the subject for the challenge, I thought I would get involved..even if it is just to hand out the occasional critique and word of encouragement! :bounce:



Good start with your model, are you doing a lowres and then planning on taking it into Zbrush or so? I like the 'bulk' you have at the moment, looks weighty enough to be Talos.

Justame2002
01-26-2007, 12:58 AM
Hi Wrench,

Great start, especially for your first CGTalk challenge, yeah that's right, as long as you keep developing your skills and learn something new in the process it's worthwhile, seems like most are doing the Talos creature, looking forward to your progress, the base mesh is looking simple but solid, now it's on to the sculpting, keep it up.

Wrench
01-26-2007, 08:08 AM
Thank you very much for the comments guys. Yes I do plan on creating a low res to take into zbrush, I know very little about pixologic's 'wonder' program but hope to learn a lot with this challenge. Anyway here is a new screenie, i am pretty happy with the basic model, and have unwrapped it all as well. So as far as I know it's ready to start sculpting.

http://i144.photobucket.com/albums/r184/LucaGster/Snap3.jpg

thanks again.

mookster
01-26-2007, 08:26 AM
Nice progress. If youre gonna take this into zbrush you might wanna do a feww things first.
It looks like youre using max so Im gonna use max terms. Try putting a meshsmooth level 1 on him to turn everything into quads, zbrush subdivides tris like crap. You might also want to make a few edges hard by adjusting the edge crease for parts that you probably dont want rounded (parts of his helmet for example).
Keep up the good work.

Dann-O
01-26-2007, 11:01 AM
More the merrier. Look forward to the finished results. I am reworkign what I started now. Still having a lot of fun.

MatsM
01-26-2007, 12:23 PM
Very nicely done, I especially like the outcome of the head. looks good

Can't wait to se the sculpt.

It's nice to se more Talos models too, and how different thwy will look when finished.

Wrench
02-01-2007, 06:36 PM
A quick render of the latest developments. Got to finish on the sandals and then begin playing around with the textures. This is my first truly finished Zbrush sculpt, please let me know if you can see discrepancies I may have missed.


http://i144.photobucket.com/albums/r184/LucaGster/Snap4.jpg

Btw thank you all for your comments, the Zbrush tips definately came in handy, thanks again.

Rod Seffen
02-01-2007, 11:54 PM
It's certainly great for your first zbrush work. I think you may have exaggerated some of the muscles too much, and the head should be bigger (it's really big in the original), and your forearms need a bit of work, but apart form that it's spot on.

El-d
02-15-2007, 11:21 PM
Firts z brush. looking good. Was going to to do talos last year but never found the time.

So. to help you out. If you haven't found it already, here's the perfect material for you.


http://206.145.80.239/zbc/showthread.php?t=31159&highlight=bronze

El-d

Wrench
02-19-2007, 11:10 AM
@Oddity - Thank you for the C&C, I really appreciate it. I definately did not notice how much larger the head was, so thanks. I have changed all the items in which you commented, however I might have been a bit too subtle in some areas.

@El-d - Thanks so much for the link, those materials are brilliant. I am still so novice at zbrush though and this model has turned out to be a nightmare. (So many terrible mistakes I have made, for eg I imported the character into zbrush in seperate pieces as I could not get the selection layers to seperate a whole model, thus using the material that u referred has proven difficult. In the end I simply flattened the material in zbrush and save it as an image to work on in photoshop. Which means i have lost all the cool bump and specular effects :( So much still to learn, truly is daunting.

Anyway here is the latest progress, my lighting and texturing stinks but I think I have got by for now, will carry on through trial n error.

http://i144.photobucket.com/albums/r184/LucaGster/Snap5.jpg

btw how is the best way to pose this, must i try and rig it or is there an easier method or seperate program or somthing? Thanks all

Or maybe should I have modelled this in a pose already, damn?

Cameo
02-21-2007, 10:56 AM
Hey nice work Wrench, I've been really busy at work lately and havent been able to follow these challenges as I would have liked. You've come a long way since my first reply and the model is looking good. The character of the original is definitely in there, I just think that some proportions are out just now. I think it's mainly the arms and head that are giving me that impression, the arms seem just a little short and perhaps a tad too bulky and the head is too large. I think you've probably gone too far from Odditys suggestion, I think you need somewhere between where you were then and where you are now. Did you work with an image plane/reference?

Wrench
02-21-2007, 11:41 AM
Thanks Cameo for the reply. You confirmed my suspicions on the proportions, I was obviously too suble on the changes that I made in response to Oddity's comment. I also have a major problem with the displacement map blowing areas out of proportion while other areas dont show enough detail, very frustrating. I also never realised that displacement mapping was so poly intensive, which has resulted in a mesh that I never wanted and a PC that calculates as fast as an abacus :( In any case I have already started learning to rig with this character and will inevitably post a final image as just the model (I have found that the way I modelled this mesh is in no way compatible for rigging). I have learnt so much already and cant wait to correct my errors in the next challenge. Thanks for the help.

Wrench
02-22-2007, 09:25 PM
Latest
http://i144.photobucket.com/albums/r184/LucaGster/Snap8.jpg
Still gonna play around some more.

Wrench
02-28-2007, 11:11 PM
Decided to give a background a try and a new pose, hope you like.


http://i144.photobucket.com/albums/r184/LucaGster/BeautyRender.jpg

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