View Full Version : Fantasy martial artist. Character Wip.
KlooM 04-17-2003, 11:56 AM I've started on this model get some exercise in anatomy and organic modeling. I built the controlmesh out of a lopoly elf I made earlier so his face has some elvish traits. The hands and legs are still basically the lopoly model, so they're not looking too good yet. It's going to be a martial artist with a fantasy look to him. I have some plans for clothing and ecquipment/weaponry, but suggestions on that part is appreciated!
The perspective was a bit strong in the subdiv renderings so the arms look a bit stretched. Big pictures, but I'm hosting them myself so I hope it's ok. :hmm:
Almost forgot, made in max 5.0
Comments and critique welcome!
Subdiv rendering:
http://home.no.net/kloom/misc/fma/fma_7.jpg
Wireframe view:
http://home.no.net/kloom/misc/fma/fmawire.jpg
Front view with 8-head grid:
http://home.no.net/kloom/misc/fma/fma_proportions.gif
This beefy version was made for fun with a couple of modifier adjustments to accentuate his muscles more. The proportions on him is out of whack and some artifacts surfaced. Still a fun test. :)
http://home.no.net/kloom/misc/fma/beefed.jpg
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yowchuan
04-17-2003, 12:14 PM
Nice modeling! Especially the muscles. The surface looks a little plastic(probably not textured yet), but it still looks very good!
There also seems to be some sharp transition at the knee cap areas.
Keep it up..!
Just give them a pair of "kung fu" pants. Shirts would cover up their muscles.
:thumbsup:
rrobert
04-17-2003, 12:37 PM
Nice model, but muscles on upperleg are not well. Fix it please :applause:
KlooM
04-17-2003, 02:44 PM
I've just started on the legs this morning, so they're not very far in the process. I'll probably post an update later today when I feel I've gotten somwhere. Man those thigh muscles are tricky! :eek:
KlooM
04-18-2003, 10:06 AM
Here is a slight progress on his thighs. I doesn't look like much, but I think I learned how the muscles of the thigh are put together. I'll do a rework of them next.
http://home.no.net/kloom/misc/fma/wiplegs.jpg
IDownupI
04-18-2003, 11:02 AM
dont know but the head lookes to tall...
But the model is :thumbsup:
springgreenhair
04-18-2003, 11:49 AM
looks great ;)
but you should work on the hands and fingers a bit more...the transition between forerarm and hand is too smooth, and the fingers are also too smooth
KlooM
04-18-2003, 08:58 PM
Image gone, new below.
KlooM
04-18-2003, 11:54 PM
Made a new version, tried to get rid of the alien look.
http://home.no.net/kloom/misc/fma/head_2.jpg
KlooM
05-03-2003, 03:15 PM
Some time since last update, been busy at work. Anyway here I decided to go back to the elvish origins of the model. I think I've got the basic shapes I want, still some work to be done on ears eyes and nose. Well all over I guess, but here's the basics plus some work. :)
http://home.no.net/kloom/misc/fma/head_4.jpg
Media_Soldiers
05-03-2003, 05:04 PM
nice start
i like the ears you added
KlooM
05-04-2003, 05:46 PM
Dug out a katana, (or ninja sword as I usually call it), I made a while back. Plan is to equip him with one or two of these in the end. It's not meant to be an accurate reproduction of a katana and I didn't use any reference. But any comments on making them better but still basic-looking are welcome. :)
http://home.no.net/kloom/misc/fma/svaerd6.jpg
http://home.no.net/kloom/misc/fma/svaerd7.jpg
BiTMAP
05-04-2003, 06:03 PM
I'm going to find ur house come over thar and beat you up! :O lol
the model meshes are great, clean and simple, your shaders are amazing looking your renders are clean! Please tell me about ur shaders (For the swords metal and the guys "skin" and what your scene setup for the rendering of the guy is.
Ebolt
05-04-2003, 06:40 PM
Very nice man! I love that elven head! You inspire me... :airguitar
KlooM
05-05-2003, 08:37 AM
Thanks for the comments, I'll try to answer your questions. The "skinshader" is really an oren nayar blinn with a falloff map in the diffuse level slot (talking max interface here) and a weak, soft highlight setup.
The sword is just a black material with maxed reflecions and a big semisoft highlight. Not sure if both pics has it, but I also added a tiling texture with tiny scratches to the bump channel. And last but not least it's important to spread som stuff around for the object to reflect. but here I think I just used a noise evironment map. :P
The rendering for the face is scanline with three lights. A bright slighly yellow on from the front , a blue desaturated from the back and a fleshy red warm light from below. But most of the colouring is done with levels in photoshop.
Well thanks again for the comments! Gotta catch a bus!
:surprised
On the whole, he looks good KlooM.:thumbsup: Should be great when you get the definition of the legs similar to that of the upper body.:) Have you thought about what kind of costume he'll be wearing?
Maximus Groff
05-10-2003, 01:13 AM
Man... posting your pics in my inspiration folder....
just awesome! :wavey:
KlooM
05-10-2003, 09:28 AM
Grub: Thanks! It's been a great learning process for me since I've been mostly making robots up until now. The legs were a bit tricky so it put a dent in my modeling process, but I will try to get them "deffed" like the rest of the body soon. I still want to do some adjustments to his arms as I have bent them 45 degrees down for a bit more realistic modeling pose, seems a lot of muscles were out of place and I didn't see it until I bent his arms. I'm thinking about a kung-fu skirt for his legs (wanna try out cloth-simulators) and then some leather straps on his upper body for his sword(s?). I really want to put a hair-sim ponytail on him, but I'll wait and see how tricky that turns out to be.
Maximus groff: Hey thanks! Being in an inspiration folder is actually quite inspiring! :D
KlooM
05-12-2003, 11:45 PM
A fresh screengrab. Still no controlmesh on hands and legs, but some tweaks done here and there and the new head is welded on. Changed the pose for the rest of the modeling process, think this might be a better solution.
http://home.no.net/kloom/misc/fma/grab.jpg
KlooM
06-26-2003, 10:56 AM
Long since an update on this model, but I've done some facial rig tests on his head that I'd like to share with you.
After seeing the vfs showreel that was in the headlines some days ago, I really wanted to try that animation setup in max. After some trying and failing I found some expressions that were very simple and allowed me to blend between four morphtargets with one point. This seems like a great way to do facial animation! Thanks to Simon somthing of VFS for the inspiration!
No shots but a small video to demonstrate, the morftargets were hastily created as I needed something fast to test the system. Also the animation is just motion capture mouse movements, not a go at real animation. :) Here goes.
Click here for 768kb divx (5.05 I think) movie showing the rig in action. (http://www.kloom.com/misc/div3d/facerigtest2.avi)
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