View Full Version : New Reel, modeling, texture, concept
dolimac 05-27-2007, 08:46 PM http://www.fx.clemson.edu/~cdoehli/demo2soren.mov (http://www.fx.clemson.edu/%7Ecdoehli/demo2soren.mov)
the first model is of my grandfather as a Staff Sergeant in the US Army Signal Corps, WW2.
plus here's my main site, which also has 2d art and a resume:
http://www.fx.clemson.edu/~cdoehli/selfpromowebpg.html (http://www.fx.clemson.edu/%7Ecdoehli/selfpromowebpg.html)
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Booyah
05-28-2007, 12:11 AM
you have some really good work and original presentation. The first model had way too many spins that almost makes you dizzy. he looks really good but the spins got old, and if you are going to show the polys than show your low rez poly set up on the high rez model. You don't need to show the polys in smooth mode to get the point that they are done well, it just looks too crowded. Maybe work on the transitions of the music; it felt a little weird but they went with the characters just the transitions need tweaking. Good work
kwood
05-28-2007, 01:36 AM
First off I want to say that overall I enjoyed your reel. I thought you did an exceptional job with the camera motions, editing, and transitions from asset to asset. I liked that you used your (what appeared to be) game environment as a segway to the other assets.
I know you were concentrating the Soldier as your main asset but I think you showed it way to long, you should get through the body much faster, show the naked body and then move on. You stopped way to many times, about halfway through I had seen enough to know what I thought about it. The model itself I think was good, the hands were nice, face showed a nice attention to shape and form. The transtion into the ears and the ears themselves could be changed a bit. The naked body showed anatomy which was nice, I thought that the naked body was far to defined as individual pieces instead of a nice conform smoothness from muscle to muscle.
I very much enjoyed the female model, I really liked the way you stopped and showed the concept orthos. It had this really cool bobble head look to it (probably cause of the bushy hair). The final game model was also nice.
Again, nice work.
-Kyle
dolimac
05-28-2007, 04:45 PM
Hi all, thanks for all comments and compliments.
unfortunately with the high res mesh vs. low res, I don't have a low res version of gramps (the soldier is my grandfather), at least not one that matches the highres version's topology- I just modeled the whole thing in polygons straight through in Maya, and with tweaks and changes being made extensively the final version 's topology doesn't match where it was before I subdivided and began sculpting and adding detail.
Stop me if I'm wrong, but I think the typical workflow nowadays is to build a low res base mesh in Maya, etc. and to take it into a sculpting program like z-brush, to sculpt in all the details like wrinkles, skin folds, shape tweaks, etc. and then export out a d-map or normal map for games and apply that to the original model. that way the original lower poly mesh is preserved, but you get all that crazy detail. I'd love to do it that way, but unfortunately I don't have access to z-brush through my school- just Maya, though that may change soon. So unfortunately the high res mesh is all there is for gramps, and that includes his wireframe.
If there is another way to do this using just Maya, please let me know- My University specializes in technical direction stuff, so no one knows much about modeling here- I'm pretty much self taught.
The background isn't a specific game asset, but it was designed with that efficiency in mind. it's low poly, and most of the lighting is literally painted on as ambient color maps. I didn't want to spend a long time modeling or tweaking lighting for the background, as I wanted to get it out of the way and concentrate more on the models themselves. as a bonus, it rendered pretty fast, too.
prophecy313
03-09-2008, 09:20 PM
Wow dude! Sorry for the post so long after but i came across this while looking for some soldier animation references and wow, excellent stuff! I wish i could become half this good! excellent texturing, poly flow, everything! I dont see anything wrong with it! Great ideas as well! I bet your grandfather loved to see that! Keep up the great work(which im sure you are)!
torresmedia
03-09-2008, 10:04 PM
That was some amazing work you got there! :) Hehe... I loved the model of your grandfather! :D I wish I could get as good as you (I'm selfteaching myself as you are :thumbsup: )
Nice work!
//ToRReS
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