View Full Version : Creature: Gnomar
Diffused 03-14-2003, 11:38 PM Heres a BIG update. Wireframed.
http://3dsurface.com/uploads/Gnome.jpg
This is a screen shot, NOT a render.
I'm still working on a procedural material for this gnome. Got an idea for a cool material? tell me! i'll try it out. -It has to be procedural though. This gnome is a uvmapping nightmare.
:bounce:
If you want to give it a uvmapping shot- message me.
I GOT A PROBLEM
In SHAG HAIR
I assigned the hair to a group of polygons.. ( gave the polygons a material ID and assigned the hair to that ID) now.. i want to mess around with the mesh again.. but everytime i do somthing, the hair dissapears. Is there a way to LOCK the hair to the mesh?
Here is another screenshot.
http://3dsurface.com/uploads/Gnome%20heads.jpg
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jizzypop
03-14-2003, 11:54 PM
hehe, looks like a funny character, the toes are kinda flat tho. nice style.
[DSmod]Tweak
03-14-2003, 11:54 PM
Wow I just love their facial expresions! they are fantastic! and very nicely detailed :thumbsup:
Stimpy
03-15-2003, 12:03 AM
the modelling of the face looks very good.
2 things i dont quite like about it though.. the fact that the heads are joined.. it looks a bit deformed. maybe try going for two necks instead...
and then, the armpit area looks a bit funky, with this litte seam /flap thingy...
Diffused
03-15-2003, 12:17 AM
Thanks for the replys guys..
stimpy- The conjoined heads is part of the design, seperating them and making 2 necks would not really look right either because they would need to be very slim. Slim necks cant hold such big heads. -- and for the flap, i know what you mean, i'm still deciding if i want to get rid of it or not.
Thanks! :thumbsup:
Stimpy
03-15-2003, 12:24 AM
but if they are joined together at the head, then they cant really move independently from one another, no ??
like even look at each other for example ????
Diffused
03-15-2003, 12:28 AM
hehe nope, they cant look at eachother.
It just makes it interesting. 2 heads (and 2 brains) , 1 body.
They can talk independently, but they have to agree to walk in one direction. :p
some twins are born that way.. they are joined at the head and need to be surgically removed from one another. :shrug:
Martyr
03-15-2003, 12:35 AM
Hi, diffused, your character is great but I think you have to many polygones thats create squared faces like the one between thes eyes... But man He is great continue And keep working!
Diffused
03-15-2003, 04:06 AM
Heres a wireframe if anyones interested..
http://3dsurface.com/uploads/Gnome_Finished_wire.jpg
Gatling
03-15-2003, 04:32 AM
Looks very good...
Gave me a scary feeling... Maybe useful for a twisted horror show ;)
Diffused
03-15-2003, 05:49 PM
Hmm... I'm having lots of trouble making a uv map inorder to texture him... anyone got any suggestions?
I'm using max 5.1
Syrogen
03-15-2003, 06:08 PM
cool, but i would seperate the heads and give each a neck.. looks creapy!
derelict
03-17-2003, 03:41 AM
looking sharp there diffused. Looks very nice!
Gremlin
03-17-2003, 04:31 AM
*shudder*
looks so gross.... good work tho *puke* ...i just have this thing against jointed twins :surprised
floguyep
03-17-2003, 04:53 AM
Lol he makes me laugh!
Diffused
03-17-2003, 05:26 AM
Thanks guys.. heh
I'll post a few more updates when i'll get some textures going.. that will take a whole while though. :airguitar
Backstabbeth
03-17-2003, 08:09 AM
if someone didnt mention this already id give one head a different look and character to make for a more diverse character whith more interesting potential..that way you could develop a seperate perosnality for each head.
Diffused
03-17-2003, 02:25 PM
Blackstabbeth- I'm planning to do that.. after texturing him.
I'm having no luck making a uv map so far though. :annoyed:
Diffused
04-21-2003, 05:59 AM
New screen cap- Updated first image.
Stimpy
04-21-2003, 06:10 AM
the deformation in the arm that holds the lamp looks wrong. i think his elbow should be rotated clockwise by about 90 degrees, the way his hand is.
CoolmoeDee
04-21-2003, 07:18 AM
it's looking great diffused. keep up the good work:thumbsup:
Martyr
04-22-2003, 02:59 AM
Great man, its very coolhe look truly sympatic very friendly...
the lantern is great too
I dont have suggestion for a procedural exept for the overused noise or smoke but nothing beat a drawed texture...
It is bonned? or only placed like you want witout bones?
Im repeating he is great
:buttrock:
Diffused
04-22-2003, 03:20 PM
Thanks for replying guys.- Appreciate it very much.
Stimpy- You might be right... But the weird part is that when his hands were not posed yet (They were just extended out) It looked fine; And all I did was just rotate in the X axis. - Besides, character studio won’t let me place the elbow in "un natural" positions because of its restrictions. Hmmm...
CoolmoreDee- Thanks, I will :wip:
Martyyr25- Thanks; He fully rigged.
:bounce:
nObedienz
04-22-2003, 04:03 PM
If you slap some good lookin textures onto that, I would suggest you send it to the Exposè/CGTalk book thingie :wavey:
Maximus Groff
04-22-2003, 04:27 PM
Hey... late at this thread..
focus on the eyes... the upper parts are a bit 'jumping' to the front instead of resting on the eye..
thats it...
:wavey:
Diffused
06-08-2003, 03:39 AM
BIG update and problem!
p0lym0rph
06-08-2003, 10:13 AM
textured textured textured :bounce: :bounce:
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