View Full Version : Character: Cosmo
James Bonner 05-12-2003, 10:30 PM This is my first showing in this forum. He was made in Lightwave. Let me know what you think.
{ When I first posted this picture it was to a link that was I think showing the picture "too big" and not resizing it down to fit the screen for many people. (I'm only a couple years new to computers and less than a couple weeks new to the forums) I think it might have gotten judged on some details that were meant to be "blurred with distance". Or maybe it does just suck but I wanted to give it a chance to be seen the way I imagined. I also found it helps to note that the peice is meant to be hyper-real rather than photo real }
jim:)
http://www.renderosity.com/viewed.ez?galleryid=403909&Form.sess_id=8469292&Form.sess_key=1053445325
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Dumaurier Dude
05-12-2003, 11:38 PM
:(
Dumaurier Dude
05-12-2003, 11:40 PM
Nice work,
That top part was sarcasm. Try using some real reference the next time u build body armor or whatever it is. Your "whatever it is" looks like a boat or barge or just shit attached to more shit.
Try starting simpler, A sphere and cube ...maybe even a cylinder.
GoodLuck :shame:
squash
05-13-2003, 12:14 AM
Can you post a wireframe of this? It looks like a Commodore64 exploded overtop of him.
You should work on your uv's more also.
Bloby
05-13-2003, 12:16 AM
i agree this does look like shit
:thumbsdow
CGmonkey
05-13-2003, 12:47 AM
Originally posted by Bloby
i agree this does look like shit
:thumbsdow
Bloby - Okey, get the hell out of this forum. There's nothing for you here.
And to your artwork, it's not that bad that everyone sais. I've seen ALOT worse and I've seen alot better.
You need get more detail on the head. I'm sorry though because I suck at giving critizism. But just keep up the hard work.
biffen
05-13-2003, 12:57 AM
Dammit Bloby, you're the only other Kansan I've seen on this forum and I don't want to be embarrassed by you. You represent us horribly.
James- Great start. Your image looks a little busy, but it shows promise. If you want some critiuqes, I've got a couple. Try easing down on your bump maps and specularity a little. Or at least, don't let your bumps be too big.
That wing looking patch on his uniform looks badass. Keep refining you work, bro. :thumbsup:
slice56
05-13-2003, 01:06 AM
biffen, i agree. i too am a kansan, and that comment was very unnecesary bloby.
james, work on mixing up the bump and spec map on the face, and give a little more structure to the armor. it is lacking overall protectivity. right now, its just tools thrown on his shoulders (unless thats what your going for ;))
SpaceFork
05-13-2003, 01:50 AM
Watch out for your depth of field settings too, your focused area is a little narrow. You can see an invisible wall of vasoline cutting thru his left ear/right shoulder area, and another cutting thru the end of the wrench. LOL, I just noticed it seems to be cutting into his nose and lips too...i was wondering why the lips looked so F-ed up. Try tweaking that so it's not so noticeable.
HawVer
05-13-2003, 10:14 AM
Alltough it's great modelling and texturing..! :thumbsup:
I don't know why.. but I don't like it.. Maybe it is the red eye color or background color..
mfalcon
05-13-2003, 01:32 PM
hey man....modellin is nice....but....the textures kinda kill it. too much info, if u will. how bout keepin the textures simple? the wing, the keypad thingie n mayb a lil others? yea....otherwise..colors, modellin, it is nice
:thumbsup:
:thumbsdow to bloby......I hope you know that now you had better post something on here that blows everyones mind or your going to get trashed...and if you don't have anything to post move on...we don't need people like you on a professional forum.
:thumbsup: To James for posting his hard work...granted it does need alot of work....I would say your biggest downfall in the image is the lighting and the textures. Spend some more time in these areas and you've got something. Good job:)
James Bonner
05-13-2003, 07:25 PM
Thanks for all the constructive comments. I have a long way to go in the facial texture/coloring department.
The textures and over-the-top detailing was intenional and came from research. I was was reading about and seeing pictures of the Mir space station. That place was truely "shit on top of shit." It was overpacked with gear and I read that if it were physically possible, they would have had rat up there. So I was trying to evoke that scum-crusted reality from my research, tried to come up with gear that looked like it had worked in the field, not make it an exercise in industial design, of which there is a ton of fantastic stuff on this forum.
Thanks again for your comments. I'll work on those wireframes.
jim :buttrock:
slice56
05-13-2003, 08:02 PM
i truly applaud your efforts. how long have you been doing cg? also, if you broke up the spec maps and added some diffuse maps, it would dirty things up a bit. email me if you have any questions. btw, what prog are you using?
-david finlay
James Bonner
05-13-2003, 08:21 PM
Here's the wireframe. Thanks for the spec and diffusion tips(did you mean for the skin or costume? Everyone seems to think the costume is dirty enough). He was created in Lightwave and Photoshop.
I like this image a lot, I can't do something like that at all, keep at it man! :airguitar
sketchyjay
05-14-2003, 12:29 AM
Good start. Here are a few things I noticed;
Fix the depth of field or turn it off it's distracting. There is nothing in the background so why bother with it.
Face:
The skin is too uniform in color. The lips would be redder and lighter. Mix some browns in and don't make it pure black. Check out some magazines if you need to study the shading.
Armor/gear:
Looks like some of that was put together in photoshop. Which seems to be caused by some of your items intersecting others. The tubes go into one another. that needs to be fixed.
you may need to desaturate soem of those colors.
Overall problems:
The shine is too even. You need to use the same textures in your color slot in your bump, gloss and spec slots. that will break up the specular shine on everything which is too even for the textures you have.
Modeling: Looks great! you have a wonderful model under there. So don't get discuraged by all the negative reviews. The items are well modeled and I like the detail.
Why don't you post an update in thw WIP forum so we can see an update.
If we haven't soured you from doin' any more on it that is...
jay
James Bonner
05-14-2003, 02:00 AM
Thanks again everyone for all of the constructive comments. They don't discourage me from tinkering, quite the opposite. I'll post any changes as they happen.
The hyper-real elements like the uniform skin tone and the dirt level of the space suit were intentional, for whatever that's worth. I'm interested in computer animation that falls very near photoreal, but doesn't hit the bullseye. This was an experiment in going over the top, in oversaturating. Now I'm interested in doing a version more aong the lines of these comments.
(which reminds me, what's the best subsurface sactering program for LW?)
For an example of my stuff that is a little more "realistic", check out Character: Norris and let me know what you think. Cosmo's taking all the hits and I don't know if Norris sucks. Sorry that Norris isn't a bigger picture. I'm working on hooking all that up.
jim :airguitar
sketchyjay
05-14-2003, 02:10 AM
Oh you're working in the gray area of near photorealism. Well I'm working on a character in that area, my avatar. Problem with it is that you have to find that right balance of not to much detail and not to little to pull it off. I'm still working on it.
Anyway. Use the 7.5b update to get the grandiant with depth falloff. Make your sss object double sided and it show work as you expect.
Jay
superfly18
05-14-2003, 02:21 AM
Overall i'd say this is a great piece of work. And like the others i have a more simple suggestion that i think will change all of this model from good, to fantastic.
Start with a reference picture if you haven't done so already. And just think of how armor works realistically, you don't have wrenches and screwdrivers in a netting on armor. They aren't going to be used and they'll fall out during battle.
His shoulder pads are both different textures/colors. Most armors seem to have a "color/texture" scheme that they stick with when creating the armor.
Here are 2 fantastic examples:
http://www.designpicture.com/images3Dversion/facegenerale91.jpg
http://homepage.eircom.net/~glsphere/images/Reaper3.jpg
And lastly, the keypad. While not bad, it think the textures could use some improvement. But also, think about it this way. How am i going to be able to set my "code" on the keypad if its on my chest, follow? Place it on his forearm or something, sorta of like the predator.
My favorite part is his eyes. There's something about the eye textures that invite me into the picture, i'm not sure everyone feels the same way, but i just really enjoy the eyes and the glaze you put over them for the tear.
All and all, a nice piece mate. Needs some work, but i can't wait till your next model. I can imagine the results will be amazing.
Best of luck!
James Bonner
05-14-2003, 02:36 AM
This is very funny and I hope I don't discourage criticism by explaining myself. I think it's funny the expectations we bring to a piece and I had intentionally worked against alot of that. So, just for the record:
It's a space suit, not battle armor. The tools are there for easy access and won't "fall out" in 0 gravity. They only needed to be captured under the net. The shoulder pad design with the bar armor surounded by fabric comes from US militart knee pads. THe two shoulder pads are intentionally two different colors because if you were working on a factory ship you would mix and match gear based on what works. The keypad is affixed with velcro so it can be pulled off and held in front of the guy's face(the numbers are even upside-down in the picture so they would be right when he rotated it to himself)
Just because it doesn't fit into expectations doesn't mean it hasn't been thought out. I say all this only to clarify and everyone has had such nice things to say about my first posted piece. Thanks everyone. Thanks for liking the eyes. I think that's one of the hardest things to do with these 3d characters
jim:lightbulb
Dumaurier Dude
05-14-2003, 11:36 PM
Both ur models stink, Its horrible, that loser's like James find friends online like Remi, but i guesse its a match made in nerd heaven, **** u. and **** CGTALK.
:shame:
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