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TimAppleby
07-23-2007, 02:46 AM
http://i38.photobucket.com/albums/e128/bdimonkey/sargeN.jpg
http://i38.photobucket.com/albums/e128/bdimonkey/sargeM.jpg


Sarge

Its a work in progress. Currently still detailing the character in max before I export and sculp in some extra details.

ref;
http://earthli.com/quake/images/warriors/p_sarge.jpg


figured some of you might be interested to see this -
http://i38.photobucket.com/albums/e128/bdimonkey/QUAKE3REVIVAL.jpg

explains a little of the initial workflow as I used a concept sculpt to figure things out.

RO
07-23-2007, 02:49 AM
looks great so far! Always liked your charecters looking forward to updates on this.

XepptizZ
07-23-2007, 02:52 AM
Looks absolutely ass kicking, even though bulkier than the original :P

wizo5454
07-23-2007, 03:00 AM
hey, thx for posting your workflow. I am really interested in seeing what result you get from "polycrunching" the 3d concept sculpt. ( How much to do crunch it? )

Great form and detailling so far, i really really loves those gauntlets and the mass of the torso is extra cool.***small crit warning*** Only thing I find a bit weird are the design on the thighs, maybe it break that semi organic flow you have on top part or the armor, but that a matter of taste I think, and this is clearly nitpicking :P . Anways, looking foward to see the progress. Thx a lot for sharing.

euclidius
07-23-2007, 03:14 AM
that looks great Tim! :scream:

fal$eProfit
07-23-2007, 08:30 AM
That looks really good. The bicep seems like it could use some work but becides that I'm loveing it.

dxk123852
07-23-2007, 08:33 AM
really nice work!:thumbsup:

rJAMc
07-23-2007, 08:45 AM
Great stuff Tim!

Can't wait to see you progress on this.

~RJ

antodonnell
07-23-2007, 09:03 AM
As always high quality work. I do agree with fal$eProfit though the arms for now are the weaker element. As its a WIP cant wait to see the updates.

MichelangeloAlmeida
07-24-2007, 12:52 PM
Wow!! The details on chest are amazing!!

Goffskullz
07-25-2007, 03:56 AM
wow man great job so far.

if you dont mind me asking about workflow on the armor, i see that you had the rough shape of the armor in the mesh to start with, but what did you do from then, whatever u could tell me it would be great so thanks in advance if u are willing to part with any of that information.

TimAppleby
07-25-2007, 08:44 AM
thanks for the feedback the crits are great!

wizo5454 (http://forums.cgsociety.org/member.php?u=221196), your spot on with the thigh armour. I had struggle to make it sync with the upper body armour and had settled for the current design. I've started to tweak the mesh again so it should work out better this time (Still keeping a similair design).

fal$eProfit and antodonnell, yeah the head/arms are both part of the concept mesh which I have in the scene and use as reference as I build my char. I will most likely be making new meshes for them and then detailing later but if there are specifics that you can point out now that will be apprecaited! :)

GavinG
07-25-2007, 04:57 PM
Great work, Tim. Thanks for sharing. Can't add much more to what's already been said, it's looking sweet...can't wait to see more.

Cheers.
Gav

TimAppleby
07-26-2007, 07:18 AM
Goffskullz (http://forums.cgsociety.org/member.php?u=288843) I missed your post before.

workflow on the armor

I had my mudbox sculpt- which I poly crunched and brought into max. Then using polyboost I drew on the surface of my sculpt and started to create blocks of new geometry. I typically built a plane fitting to the surface of my sculpt and then used shell modifiers to make them have depth. After that I poly sculpted them and made sure they looked good with a turbosmooth on the stack.

hope that helps a little.

thanks Gavin :)

Goffskullz
07-26-2007, 07:36 AM
thanks that did help, and dont worry you didnt miss my post im new to the forums and was on my first 2 posts so they had to be checked before they were posted.

and again great work i cant wait to see more of it.

lowpolymatt
07-26-2007, 01:16 PM
nice work tim, looks great (as always)

Matt

TimAppleby
08-12-2007, 05:43 AM
Cheers guys
http://i38.photobucket.com/albums/e128/bdimonkey/sarge_timappleby1.jpg

http://i38.photobucket.com/albums/e128/bdimonkey/sarge_timappleby2.jpg

http://i38.photobucket.com/albums/e128/bdimonkey/sarge_timappleby3.jpg

So I am almost ready to do a sculpting pass on this!

Ancient-Pig
08-12-2007, 06:18 AM
Nice poly modeling - looks good

Can't wait to see it after some ZBrush love

OsharpO
08-12-2007, 07:12 AM
I was dying to see an update on this one. serious :)
Excellent modelling mate.Very inspiring.

I just noticed that youre also using floaters in the model. And the circular ones on various locations (the shin guard,the backof the hsin guard,etc) seem as though there is a plane with a circle extruding inwards. What i would recommend is take a plane, then extrude inwards and smooth. Thats going to give you a perfect round thingy. Because atrm, i THINK that the circle extrude is present "on" a plane. Maybve that might cause problems in normal maps. but MAYBE im crazy lol

Excellent job

FreakyDude
08-12-2007, 10:22 AM
well it looks incredibly cool and all, but tbh I can't help but notice his arms seems WAY off. Okay so he has very thick muscular arms, but no arm I know of is shaped like that, he either has a very long upper arm, and a very short forearm. Or at least his biceps runs over into the forearm, over the elbow.
All polymodeled? that's rather wicked...

nattnewman
08-12-2007, 11:13 PM
Looking good Tim - the boot fetish continues! :p Looking forward to seeing future iterations of this. Planning to squeeze it into UE3 at any point?

:beer:

Nathan

renaissance01
08-13-2007, 12:23 AM
Hey this model is kickass Tim! :D keep it up. Loving the hardsurface modelling meets organic...looks spot on. Can't wait to see some Zbrushing on this bad boy.

ocarian
08-13-2007, 12:03 PM
very impressive work TimAppleby

I like detail :thumbsup:

commander_keen1
08-14-2007, 09:01 AM
Looking awesome, I love the armor design :) But I wonder how those sharp edges will turn out in the normal map.

TimAppleby
08-20-2007, 09:04 AM
http://i38.photobucket.com/albums/e128/bdimonkey/Sarge_test.jpg

Hey, so this is a trial run.. literally as I needed to spend some time learning a few tricks in zbrush after using mudbox for the last year.

OsharpO, your crazy! :) Maybe I have missed your point but the circle indentation floaters do look fine to me. The only way I could improve on them is removing them and deforming the surface of chunks that they float above - which I will probably be doing.

FreakyDude - his bicept definately spills down and Ill make sure that area is looking good when I do a sculpt pass. Thanks for pointing it out!

nattnewman - yeah maybe, gears perhaps.. if it supports custom models (who knows!)

fantome
08-20-2007, 11:39 AM
Hey man great modeling! I like the wrinkled face, it flows very naturally.

RedRepublik
08-20-2007, 01:44 PM
hey tim, looking great. i think the hairline is a little too straight, maybe if he had a little bit of a widows peak or something it would look a little more natural. i love the asymetry of the detail in the face! i think OsharpO was referring to the apparent use of floating planes with circular indentations in the center. i think he was saying that the normal map would be cleaner if you got rid of the excess faces that make up the plane. i've never tried it your way though. i always make a sphere, cut the top of and invert the normals. anyway, great piece. can't wait to see it finished.

red

CGmonkey
08-20-2007, 09:24 PM
Very nice stuff.. Love the Gears of War-ish look you got going.

mindrot
08-20-2007, 11:17 PM
Loving the face so far Tim.

~M~

MassiveOverHual
08-21-2007, 04:52 AM
I think the toe's of the boots would looked better if they where diamond plated to bring them out more but then again you may have to add more diamond plated armor in other areas to that the feet dont rob the view attention completly so hhm i dont know how to say it lol

jocz
08-21-2007, 06:40 PM
yo,

this is a really good piece of "bourrinage" as we say in France =),
I'm currently doing a quake char too and i hope to reach the same quality.

The only crit I have is the proportions of the last head you posted. I found it less aggressive than the one on your previous wip pics. It's maybe only the perspective.

I'm waiting for the update with impatience.

GoSsS
08-21-2007, 10:44 PM
I just noticed that youre also using floaters in the model. And the circular ones on various locations (the shin guard,the backof the hsin guard,etc) seem as though there is a plane with a circle extruding inwards. What i would recommend is take a plane, then extrude inwards and smooth. Thats going to give you a perfect round thingy. Because atrm, i THINK that the circle extrude is present "on" a plane. Maybve that might cause problems in normal maps. but MAYBE im crazy lol

Hey you're right.

But a thing i don't understand is that this plane is not merged with the model's mesh (right?).
So there is a little space between the two pieces ... Will it look good on the normal map ?
Or will you have to rework the normale map a little (smudge and tools like that) ?

rasmusW
09-03-2007, 10:24 AM
hey tim!

beautiful work as always, tim.
your details and character work always amazes me.
looking forward for your next step.

-r

johnwoo
09-04-2007, 11:08 PM
Very cool...:thumbsup:

TimAppleby
10-13-2007, 11:37 PM
http://i38.photobucket.com/albums/e128/bdimonkey/Sarge_lazy.jpg

http://i38.photobucket.com/albums/e128/bdimonkey/Sarge_lazy2.jpg

been so busy.. I moved continents and changed jobs.. and I' feel I need to get him done. I agree with some of the points raised but I intend to fix things in the low/ or texture from now!

BuT, the insight and clarifications are much apprecaited :) learning lots here guys!

Ancient-Pig
10-14-2007, 12:46 AM
Looks great, man - got a shot of the backside?

Where are you at now, if you don't mind me asking?

Gaboon
10-16-2007, 01:33 AM
Really awesome! Great design and detail. Good job :)

LordDubu
10-16-2007, 04:36 PM
absolutely love those last two renders. that sculpy looking texture is awesome. really brings out the detail work.

PixelGoat
10-16-2007, 05:21 PM
Looks awesome man, may I ask what the current polycount is? :)

TimAppleby
10-21-2007, 01:25 PM
http://i38.photobucket.com/albums/e128/bdimonkey/Sarge_layout.jpg

Ancient-Pig - I moved back to the Uk and I am working at Splash Damage

:)
thanks guys

PixelGoat, the polycount is an inflated 23 mil, but really that is only because I was very sloppy when I created my hard surface models in max.. I didnt remove the hidden geometry and it bit me in the ass when I wanted to sculpt in detail. Still I guess i am lucky I was able to get it all broken in to subtools and working in zbrush ! Yay 3.1
Next time I will do better...

Xaltar
10-21-2007, 05:41 PM
Awesome work Tim and congrats on the new job ;) I really like this nexgen take on sarge. Just out of curiosity, how much RAM do you have? This would kill my 2gb :o

PixelGoat
10-22-2007, 08:07 AM
Ouch that's alot of geometry :)

robomaniac
10-22-2007, 09:40 AM
OMG, i love your work... keep it going
armor is superB... can you shoe some tips on creating such armor details?

Trenox
10-22-2007, 05:02 PM
This is really awesome work. Im currently also trying to find a good way for making armourplated and details look sharp like that. I would love if you would take the time to elaborate a bit more on the process (and maybe show some cage-shots before taking it into mudbox :)).
What boggles me is that i had the impression that even-sized and even-shaped polys were optimal when taking the cage into a sculpt tool due the high amount of iterations. Wont there be some issues with all the control edges you must be using to keep the shapes in place ?

Again fantastic work and i cant wait to see more :)

TimAppleby
11-22-2007, 06:44 PM
http://www.badpolygon.com/wp-content/sarge_normalswip.jpg

progress on the low poly and a normal map... still a few problems but I hope to fix them soon!

Xaltar - 3gbs!

robomaniac - yes use the shell modifier in max.. I intend to create a tutorial when I am done.. it'd be nice to have it publised on some sites and share the knowledge

Trenox well I've been learning as I make this guy.. and of course you'll subdivide and get a greater density of polys in those edges.. but its the only way to retain the hard surfaces

rota
11-22-2007, 06:47 PM
Simply awsome, nothin' to crit. Really impressive!

nielot
11-23-2007, 01:09 AM
Hi
freaking awsome
detail is incredible
:bounce:

SilverSpy
11-24-2007, 11:30 PM
omfg the low poly+normal map version is amazing!

can you share you're wireframes? reminds me of something from epic or blizzard. great style!

PhilOsirus
11-25-2007, 05:11 AM
Looks really good. To give him some oomph tho I think he needs something that isn't hard, something that could move when he is moving.

nintenjo
11-25-2007, 09:31 PM
Love the model Tim.. Although its a bit too GOW for my likeing.. dont like all this Action Man figure style ive seen from too many games lately :)

But its a brilliantly made model.. And looking forward to seeing it textured.

PS> Out of interest have you got a new designer working there at Splash named DJ ? (wont use his full name on here)

sk3d
11-26-2007, 07:13 AM
Wow, very impressive stuff!

Just one question that has been bothering me, may seem a bit daft;

Do you model all your highpoly hardsurface stuff in Max, not zbrush. Is it possible to do this in Zbrush? (i tried, and um, it didnt really work)

Just trying to figure out the workflow, as in; Zbrush for all highpolly organics, and then native 3d prog for all highpolly hardsurface goodness?

Cant wait to see texture and some posing! Any weapons/props planned?

tnx!

antodonnell
12-02-2007, 08:47 PM
This updates is looking real good now. The normal maps came out real nice on the low poly. Looks very close to the high. How many maps do you have for SARGE !? What sizes ? About to 2K's ?

Blaschke
12-11-2007, 01:10 PM
Awesome!

Keep it up!

BakerCo
12-13-2007, 07:52 AM
this is one sweet character would love to see him tetxured

TimAppleby
12-31-2007, 03:31 PM
http://www.badpolygon.com//wp-content/sarge_progress.jpg

nintenjo, yeah I joined after DJ did.

sk3d, you can do it all in zbrush,mudbox if you prefer. Its really down to the workflow you prefer/or is fastest depending on circumstances!

antodonnell 2048 squared. one for dif, spec and norm, gloss

GavinG
01-01-2008, 01:04 AM
Tim, you so crazy. Looks hot man!

Gav

antodonnell
01-01-2008, 11:15 AM
I'm liking the colours, So only one 2048 squared texture? Will we be seeing that?It's looking really good.

TimAppleby
01-01-2008, 10:01 PM
http://www.badpolygon.com/wp-content/tim_appleby_sargew1p1.jpg

thanks Gav

Antodonnell yes, well 1 2048 for the diff, one for the spec, etc

Shade01
01-02-2008, 02:21 AM
On a technical level- it's ****ing awesome- no crits from me there, but I'm tired of the derivative Doom 3/Gears/Unreal aesthetic shoved in my face for the last 2-3 years. I was hoping you would have added some twist to it to make it totally your own. Maybe that's what you were going for though, I didn't read the entire thread.

GenZ
01-02-2008, 02:47 AM
Hey Tim :) i love your work.Would you mind posting even (resized) the maps you did?I'd like to have them as sample so my work would look as good as yours... :)

Havoc89
01-03-2008, 07:19 AM
Holy crap!

Yet another master piece you've made. Excellent job Tim.

You should try and put that in Unreal Tournament 3 and see how it looks ingame. I know i would love to use that as a player model. And yes I know sarge is from Quake 3 Arena. But still. WOW!

TimAppleby
01-05-2008, 10:30 PM
quick update - http://www.badpolygon.com//wp-content/almos.jpg

GavinG
01-05-2008, 11:07 PM
Tim, you so funky. Looks really nice man, i like the mixed metals going on in his armor, looks pretty.

Gav

mindrot
01-05-2008, 11:22 PM
Looking damn sweet Tim.

Are you going to add specular to the skin?

~M~

Ancient-Pig
01-05-2008, 11:50 PM
That's looking prety hot so far- impressive specs as well!

Got a shot of his backside?

TimAppleby
01-08-2008, 12:08 AM
http://www.badpolygon.com/wp-content/sarge_q3redux_timappleby1.jpg


http://www.badpolygon.com/wp-content/sarge_timappleby33.jpg

thanks G

mindrot there is but its most visibl around the brow/forehead of the model. The spec on the arms by some side lights, - I certainly need to tweak the lighting a little to make it come out more ! thanks

Ancient-Pig - here ya go

BakerCo
01-08-2008, 04:02 PM
dude rig that and import it to UT3 I would love to play as that character I think it looks cooler than most already there GREAT WORK!!!

iLegacy
01-08-2008, 07:15 PM
Great texturework! I like it very much, can we see the texture sheets?

LaughingBun
01-08-2008, 08:17 PM
i want to be you! not just like you, actually you.

Slythis
01-08-2008, 09:04 PM
Man thats looking sharp, amazing work!

PolyPilot
01-09-2008, 09:05 AM
...masterpiece! verry well done!

jocz
01-09-2008, 12:08 PM
he's really cool ! textures are superb,
did you test some alpha mapped planes for the hair ?

I found that =), didnt remember his feets were so huge in quake3 !
http://earthli.com/quake/images/warriors/p_sarge.jpg

TimAppleby
03-08-2008, 09:10 AM
ok you can see the final version here; http://forums.cgsociety.org/showthread.php?f=132&t=604913

:)
thanks for the crits, comments and encouragement!

machine-offender
03-09-2008, 12:11 AM
As a static peice looks excellent. I can't imagine how the abdominal area is going to deform. To me it's a bit like Gears in that design is more important than function... just wish to see it go the other way around. There's just so much in that design that would cause an animator a head ache with objects passing through objects.

riverbook
03-09-2008, 09:54 AM
can you post the realtime mesh low poly /w wireframe? and normal mapped one next to it? That would be awesome!

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