View Full Version : Help with undead
OrinCreed 08-14-2007, 02:01 AM I started a new model and I'm not sure how it's working out. Mostly it's just the leg that buggin me right now. It's supposed to be skeletal with bit of muscle here an there. I'm not so great at anatomy so I kind of took a bash at it based of some images I found on the net. I'm looking for any kind of feed back and sugestions you might have.
http://img.photobucket.com/albums/v170/DarkTwist/undeadlegs.jpg
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JohNLA
08-14-2007, 09:14 PM
I think you got a good start.
The textures are what will end up making the model. Finding bits of torn flesh is hard to come by.
mindrot
08-14-2007, 10:19 PM
Looks good so far. I'd possibly widen the foot a bit.
~M~
OrinCreed
08-15-2007, 01:36 AM
I think you got a good start.
The textures are what will end up making the model. Finding bits of torn flesh is hard to come by. Textures are my weakest area by far. It seems every time I make a model I am happy with I kill it with a terrible texture. What I need to do is get my hands on some good photoshop tutorials and go on a texture bender. Fortunatly for me my GF is pretty good at that kind of thing so I can ask her to help me learn.
OrinCreed
08-15-2007, 01:37 AM
Looks good so far. I'd possibly widen the foot a bit.
~M~ Noted and thank you.
arrangemonk
08-15-2007, 02:04 AM
finding torn flesh isnt that hard, the soilent network has some butcher scenes, they intend to show that its a hard way for animals to get meat, but its good for flesh texturation
dont get me wrong, its kinky indeed, but when youre a shaeless texture artist you can use everything
dont whatch it when you're highly sensitive (http://www.soylent-network.com/doku/05schweineschlachtung.htm)
edit:
for skinning bones i like this site for texturation
sculls (http://1kai.dokkyomed.ac.jp/mammal/en/index_eng.html)
shows sculls of animals and humans, there good for color picking and skinning de scull
dpizzle
08-15-2007, 02:38 AM
check this out for fleshy textures...
http://lemog.fr/lemog_v6/thumbnails.php?album=48
hope this helps.
:thumbsup:
OrinCreed
08-15-2007, 02:38 AM
finding torn flesh isnt that hard, the soilent network has some butcher scenes, they intend to show that its a hard way for animals to get meat, but its good for flesh texturation
dont get me wrong, its kinky indeed, but when youre a shaeless texture artist you can use everything
dont whatch it when you're highly sensitive (http://www.soylent-network.com/doku/05schweineschlachtung.htm)
edit:
for skinning bones i like this site for texturation
sculls (http://1kai.dokkyomed.ac.jp/mammal/en/index_eng.html)
shows sculls of animals and humans, there good for color picking and skinning de scull I admit the first link is a little rough to look at (especially since I am fond of pigs) but these will be very helpful indeed. Thank you very much.
JohNLA
08-15-2007, 02:43 AM
Thanks for proving me wrong with those fantastic links, arrangemonk and dpikle.
dpizzle
08-15-2007, 03:03 AM
dpikle? i like it!
:thumbsup:
Psyk0
08-15-2007, 03:22 AM
Wow thanks for the disturbing references! =0 (and i mean that in a good way!)
Also if you want to paint muscles, someone (unfortunately i dont remember who) posted a pretty cool tutorial a while ago:
http://img183.imageshack.us/img183/9791/muscletutorialdp1.th.jpg (http://img183.imageshack.us/my.php?image=muscletutorialdp1.jpg)
OrinCreed
08-15-2007, 03:42 AM
Damn. Thanks for all the great links and references people. Now I just need to set aside more than a few minutes to work on this thing.
Gaboon
08-15-2007, 05:33 PM
I think it looks great. Good definition. I would look at alot of cadaver pics. If you want some reference go to swimatyourownrisk.com to the gallary. Shark attack photos. Very grisly, but just what you need. But you've got some good definition in the low poly. I agree with JohNLA. Its really gonna be the texture that sells it.
OrinCreed
08-15-2007, 08:15 PM
I think it looks great. Good definition. I would look at alot of cadaver pics. If you want some reference go to swimatyourownrisk.com to the gallary. Shark attack photos. Very grisly, but just what you need. But you've got some good definition in the low poly. I agree with JohNLA. Its really gonna be the texture that sells it.
Hehe Getting a lot of good references in this thread. Glad to hear it's shaping up well so far. I really should have been much further on this but I didn't have any time yesterday to get back into it. However I should have be able to get some more modeling done tonight and toss up another shot.
Getting a little worried about this one though. I fail as a texture artist and it seems to be the consensus that the texture will make or break the piece. Oh well gotta get good sometime.
OrinCreed
08-16-2007, 03:02 AM
Ok I had time today to get some more work done. I'm kind of stuck on the torso at the moment. Most of it will be covered with armor but I haven't decided how I want the armor to look.
I guess a little more back ground on the model would be good now. I've been on a really big Doom craze lately and decided I could get a lot of modeling practice if I redesigned all the monsters from the game and modeled them. This one happens to be my version of the Revenant. In Doom 2 is wears futuristic body armor with rocket launchers on each shoulder. Until tonight I was going to stick with the modern armor, but now I'm thinking that medieval armor with modern launchers mounted to it would look more sinister. So I’m stopping here tonight because I need to design a decent chest plate.
I used a modified version of the skull I made for my Lost Soul model. Might be a bit on the high side poly wise [About 1300 poly]. Also I widened the feet slightly. Critiques would be most appreciated.
Edit: Oh yeah. That empty hollow on it's back is where the spinal cord is going to be modeled.
http://img.photobucket.com/albums/v170/DarkTwist/RevTorso.jpg
jessart
08-17-2007, 08:18 AM
Looking very good, I agree with you about the poly count on the skull, a bit high at the moment. The only thing thats screaming at me at the moment is the top of the rib cage and shoulder seem a bit broad. If he'd rotting i would imagine the pecs would be less defined, but thats more of personal preference I think, not really a problem :)
Also, if you're still needing flayed muscle references, check out this. I wanted to see this when it was in dallas, but I didn't get the chance. Would have been a great chance to sketch out some muscles:
http://www.bodyworlds.com/en.html
OrinCreed
08-17-2007, 06:58 PM
Looking very good, I agree with you about the poly count on the skull, a bit high at the moment. The only thing thats screaming at me at the moment is the top of the rib cage and shoulder seem a bit broad. If he'd rotting i would imagine the pecs would be less defined, but thats more of personal preference I think, not really a problem :)
Also, if you're still needing flayed muscle references, check out this. I wanted to see this when it was in dallas, but I didn't get the chance. Would have been a great chance to sketch out some muscles:
http://www.bodyworlds.com/en.html
You can never have enough reference as far as I am concerned.
You are right about his upper body being rather wide. It was going to be covered in a molded combat armor, which is why it kind of looks like a defined upper body. But when I was modeling it I got the idea to make the armor more gothic in appearance so I stopped there to work on a chest plate. I think once I’ve finished the armor it should look less awkward.
I didnt know that they do not separate the pigs when kill them... living, dieing and dead pigs all in the same place. Watching each other getting killed... i really cant understand that. So heartless...
But the skull resource is very cool. Thnx for that.
Back to topic:
The body could be a bit longer, or thiner. It looks a like the chest is a bit too low. The overall feeling i have is that the whole thing looks a bit too broad. Cnat say much more atm.
Keep on it
hmmm... seems iam kind of a slow writer or i should reload before posting my comments :)
OrinCreed
08-19-2007, 02:02 AM
A little more progress today. Took some advice and mostly just took a bash at making some interesting armor. I've never had to model and kind of armor before so I am hoping it looks good. It’s hard to see but the neck is king of a stump of rotting flesh. Once I’m finished the rest of the spine will jut out of that rotting stump and into the head. Wasn't sure what to do with the spine so I covered it with meat and let parts of the bone stick out. All that really needs to be done is add arms and the rocket launchers. The skull is 1200 poly and the model so far is 3650 total.
http://img.photobucket.com/albums/v170/DarkTwist/RevArmor.jpghttp://img.photobucket.com/albums/v170/DarkTwist/Revarmclay.jpg
OrinCreed
09-07-2007, 01:54 AM
Blah. Had to go away on travel because of work and then I was side tracked by other matters. I haven't been able to touch my model until last night. However I think It's done or at least to my liking. I don't really like the rocket launchers but I fail at making guns and mechanical components. All together its 5710 poly.
I want to begin texturing but I'm super novice when it comes to texture work. I'd be very great full if anyone could steer me to some in depth tutorials on the matter.
Comments are most welcome.
http://img.photobucket.com/albums/v170/DarkTwist/Rev.jpg
http://img.photobucket.com/albums/v170/DarkTwist/Revenant.jpg
AgustinLV
09-07-2007, 03:44 PM
Looks very clean and very well modelled but very Doom 3 =\. I would've gone for a more Pirates of The Caribbean undead approach or Evil Dead. Go to www.cgtextures.com for bones textures and reference.
OrinCreed
09-07-2007, 03:51 PM
Looks very clean and very well modelled but very Doom 3 =\. I would've gone for a more Pirates of The Caribbean undead approach or Evil Dead. Go to www.cgtextures.com (http://www.cgtextures.com/) for bones textures and reference. Well I was going for more of a Doom 2 look but there isn't really a big difference there. Either way if it looks Doom to you I'm happy. I may have forgotten to mention in earlier posts that this is my recreation of a Revenant from Doom 2. Thanks for the texture ref link.
AgustinLV
09-07-2007, 04:15 PM
You should be happy, for all that matters when it comes to personal taste there's not good and bad.
Anyway, for the torn flesh and bones check google and rotten.com for dead bodies, for the armor and guns check any sci-fi movie you like and use it as reference and come with your idea.
dangermouse
09-08-2007, 01:33 PM
I'm always a tiny bit iffy of recreations, but that's just me. I have to say with what you're trying to achieve you're doing an awesome job! My low poly work is pretty rubbish, so I don't really have any crits. But yeah, I instantly thought Doom3 and had to take a second look to make sure it wasn't, in that regard I think you're doing a fantastic job.
And regarding rotten.com, yikes, I went there a few years back. Never again. I've got a weak stomach admittedly, but yeah.
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