View Full Version : Project Resurrection WIP
NeptuneImaging 07-11-2008, 11:12 PM Hello everyone. After taking some time off to relax and better my approach to design, I am coming to this forum to start a thread involving my modeling for gaming characters. The inspiration for this project was that, I remember a game that I used to play as a child that I wanted to imagine how it would look in 3D…this game was called Eternal Champions. If you don’t remember it, feel free to look on YouTube for a few videos of the game.
Now the premise of this thread is to improve my skills in modeling game ready characters, improve my drawing skills, and also pay homage to a game that I love so much that will probably never see the light of day again. Since my background of modeling is for CG prerendered models, I hope I will learn a lot about modeling for games. Each model will be followed by concept art and a capture from the original game to compare.
The first character I will be designing is the character Trident (one of my favourite characters) who is a very interesting character that he poses a design challenge in which he is not a pure symmetrical character, but he has a trident on his arm. My plan for this model is to start off with some concept art to get an idea of what he will look like and explore all of the possibilities of this character.
Here are some screencaps from the original 2d game
http://i4.photobucket.com/albums/y122/JamesRayder2026/Eternal-Champions001.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Eternal-Champions003.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Eternal-Champions007.jpg
The Story of Trident (From the Original Game)
Trident is so named because of the trident which replaced the hand he lost in a duel with a shark. The people of Atlantis during this time lived above the water. They were competing with the Romans to see who would control the Earth's surface, with the loser being plunged into the watery depths.The Atlanteans spent their time in the pursuit of science. They realized early on that a major part of the land was going to sink into the ocean. To handle this, they built great environments that were enclosed in bubbles so that they could survive the ocean's depths.They then offered a fair settlement to the Romans. Half of each culture would stay on land, and the other half would go to sea. The Romans would not agree, and would only settle the issue through battle. So the Atlanteans had no choice but to create a warrior that could stand up against the warlike Romans. Trident was their champion. The Romans rigged the fight and crushed Trident under a large stone pillar. With their loss, the Atlanteans were forced unnecessarily undersea, and their culture was lost forever.
And here is some of the concept art that was created to get a feel from the character. The feel I want to get is a scary looking frogman that looks like someone you would be afraid of. There will be more concept art to follow and the base mesh...stay tuned. :thumbsup:
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentHead-Sketch-Early-V.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-Head-Model-Drawing.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-Model-Sheet-Colour.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-Primary-Model.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-Primary-Outfit-Comp.jpg
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NeptuneImaging
07-12-2008, 12:26 PM
Oh, and feel free to give any opinions on the character's outfit and colouration...any suggestions would be awesome
CodeVeroby
07-13-2008, 08:03 AM
I would also add some highlights to his skin, bulk him up and make him more gritty and less anorexic :D
NeptuneImaging
07-13-2008, 03:43 PM
Hey dude, thanks a bunch for your reply...this is just the sketch, the actually model may change...I will definitely bulk him up though... In the original game this character was quite fast. I hope I can convey the sense of speed of the fishes swim... stay tuned...
Swift3D
07-13-2008, 05:45 PM
Nice Idea.
The ears on your sketches are no way as near the original charecters. The tops of his ears are above the peak of his head and the bottom level with the mouth, they also have sections forking off where as your ears are fairly normal but pointy.
If you're planning to use the sketches as referance for modelling the upper arm has a weird bend that looks like the bone folds out on itself where there isn't a joint, bulking up the bicep or lowering the arm pit should remedy this I think.
Are you planning on making his helmet?
NeptuneImaging
07-13-2008, 06:03 PM
@ Swift 3D: Hey swift, I agree about the ears, they were a bit tough to get correct in the sketches, as I was using realistic human proportions. I could easily model the ears to go above his head, (and maybe add some sort of controls to make them bounce around). Initially drawing the ears make it pretty tough so I went ahead for more human like ears.
As for the helmet, I will probably model it. Maybe add a spartan style helmet for his secondary outfit.
I am still working on the head, stay tuned.
NeptuneImaging
07-13-2008, 10:15 PM
Hey all, here is some progress on Trident's head mesh, trying to get a feel and look of the character. I have a polygon model limit of around 10k-15k which includes the helmet, shoulder clothing, and trident... if anything feel free to enjoy and some feedback will be nice... now i have to figure out how to model the "Forky Ears". I have some CG ears from an older model, but I want to keep this ear within gaming range
Stay Tuned...enjoy the screencaps
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-Model-Caps0.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-Model-Caps1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-Model-Caps2.jpg
Dekker3D
07-14-2008, 02:52 PM
hey, that's looking pretty decent already!
one thing though: he's got faaaaar too many polies on the back of the head for someone who'll be wearing a helmet all the time. also, it looks like you'll be making this game for modern computers so you might want to add a normal map... which tend to mess up with smoothing groups.
so what i'd advise you to do: remove those faces of his skull (you'll be covering them anyway, right? at most, replace them with some plain faces if you don't want holes in your mesh) and use "split edge" (i think that's it) on the sharp edges you put on his face. it'll make his face look more natural and make normal mapping a bit easier.
NeptuneImaging
07-14-2008, 05:47 PM
hey, that's looking pretty decent already!
one thing though: he's got faaaaar too many polies on the back of the head for someone who'll be wearing a helmet all the time. also, it looks like you'll be making this game for modern computers so you might want to add a normal map... which tend to mess up with smoothing groups.
so what i'd advise you to do: remove those faces of his skull (you'll be covering them anyway, right? at most, replace them with some plain faces if you don't want holes in your mesh) and use "split edge" (i think that's it) on the sharp edges you put on his face. it'll make his face look more natural and make normal mapping a bit easier.
Hey dude, thanks for checking out Trident. I totally agree about the polygons on the back of the head. I was going to keep them there because the helmet can be knocked off during the fight, but I will optimise the model for performance when I test it inside the CryEngine2. And I will definitely split the edges on the ridges of his face...
Stay Tuned :beer:
Dekker3D
07-14-2008, 07:39 PM
great, can't wait to see it!
NeptuneImaging
07-14-2008, 08:44 PM
Hey, here is some more progress on this model, this time adding the ears (which was kind of rewarding because they actually fit on the model :D...I will admit they do look a little low poly but I will add an edge around the ears to smooth them out a little and add a fleshy feel to it.
The ridges around the face will be smoothed as soon as I figure out how to keep it from being to high detail. BTW this model is the in game model
Enjoy the caps...Stay tuned
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentModelCaps0-1.png
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentModelCaps5.png
NeptuneImaging
07-15-2008, 08:52 PM
Hello again, here are some updates for the body mesh, trying to get a feel for the anatomy... right now I am thinking of a better flow to model muscles like the biceps and abs. I anything I would love to hear your feedback...
Stay Tuned
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentModelCaps0-2.png
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentModelCaps1-2.png
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentModelCaps2-1.png
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentModelCaps3.png
NeptuneImaging
07-16-2008, 09:59 AM
Good morning from Boston, here is some more progress shots on the frogman, trying to get some real details into him. At this stage, I will probably optimise the model in some parts so i can add more detail else where like the chest area so I can get rid of the blockiness...
Stay Tuned, the feet are going to be a big challenge
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentModelCaps0-3.png
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentModelCaps1-3.png
CodeVeroby
07-16-2008, 11:07 AM
Bulk up his chest as much as you can, try to use this for reference :
http://farm3.static.flickr.com/2260/2430186552_b176ced1d5_b.jpg
NeptuneImaging
07-16-2008, 05:54 PM
Hey CodeVeroby,
I will definitely try to bulk him up a little bit more...I don't want him to look like a bodybuilder, but more of a swimmer's physique...
Stay tuned
NeptuneImaging
07-17-2008, 05:42 PM
Just a small update today, working on the feet and fins...
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentModelCaps0-4.png
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentModelCaps1-4.png
NeptuneImaging
07-18-2008, 03:14 AM
Hey everyone, here is some more progress on this frogman...I have added the helmet and started the shoulder pads...trying to plan the rest of the straps around the armour with some details like buckles...
Stay Tuned
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentModelCaps0-5.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentModelCaps1-5.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentModelCaps2-2.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentModelCaps3-1.jpg
NeptuneImaging
07-18-2008, 10:52 PM
Here is a near finished model of this incredible character. All I need to do is optimise and tweak the model until it looks nice... any feedback would be wonderful...then it will be on to unwrapping and some serious Zbrushing...
Stay tuned
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentMeshFinal11.png
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentMeshFinal1.png
NeptuneImaging
07-19-2008, 01:27 AM
Here is his tweaked hand... I am still trying to get the right and dangerous look for the trident... going to look at some real ones and maybe try to get a look that will intimidate the hell out of people...
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentSIckHand1.png
NeptuneImaging
07-19-2008, 04:12 PM
Just a quick update...I have added the trident...the old looked cool, but I needed something deadlier...
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentUpdatedTrident1.png
simoncheng
07-19-2008, 06:45 PM
very good project work.
NeptuneImaging
07-19-2008, 06:48 PM
very good project work.
Thanks a bunch...it is not often that I do game art...the current polycount is around 9800... stay tuned...
Swift3D
07-19-2008, 08:02 PM
I REALLY like the new tridant, very cool, maybe even some sort of gem in the widend bit in the middle would look good?
Watch out for concave quads and N-gons, i've seen quite a few in the model and they can do nasty things.
I posted this before but it decided it didn't want to show up:
It would be nice to see your model a little more true to the concept, for example the original doesn't have a conventional brow and eye lids design but more of a spider-man like eye dome thingy, also the tentacles/whiskery things would work well on your model I think.
keep it up :)
NeptuneImaging
07-19-2008, 08:27 PM
I REALLY like the new tridant, very cool, maybe even some sort of gem in the widend bit in the middle would look good?
Watch out for concave quads and N-gons, i've seen quite a few in the model and they can do nasty things.
I posted this before but it decided it didn't want to show up:
It would be nice to see your model a little more true to the concept, for example the original doesn't have a conventional brow and eye lids design but more of a spider-man like eye dome thingy, also the tentacles/whiskery things would work well on your model I think.
keep it up :)
Hey dude, I love the new trident too...I had to look up a bunch of tridents and see what kind of reference..I am glad that i managed to get that up and running. I am going to do what I can to get rid of concave areas and all of that...it has been kind of painful to keep it from looking gross.
As for the eyes, I had no idea how to depict the eyes from the sprite version so I ended up making the eyes look more human. The lines on the forehead, I may end up adding those details in ZB, trying to keep the poly count below 10,000 polys.
And what whiskery things...? do you mean on the third head concept...? Can you eborate...? Stya tuned :thumbsup:
Swift3D
07-19-2008, 09:45 PM
I've highlighted what I meant by whiskers in the attatched image, sorry for not elaborating far enough and even more sorry for the quick MS paint markings :P
I also think the side on silhoutte could use some adjusting to make it closer to the original. For example the muscles in the chars neck and back flow all the way up to the back of his head if you look at you referance while yours don't really creep that far up the neck at all. I like how it looks at the moment but if you're using a referance you might aswell try and get it farily close right?
NeptuneImaging
07-19-2008, 10:00 PM
I've highlighted what I meant by whiskers in the attatched image, sorry for not elaborating far enough and even more sorry for the quick MS paint markings :P
I also think the side on silhoutte could use some adjusting to make it closer to the original. For example the muscles in the chars neck and back flow all the way up to the back of his head if you look at you referance while yours don't really creep that far up the neck at all. I like how it looks at the moment but if you're using a referance you might aswell try and get it farily close right?
Wow, after all of my years of playing this game, I have never noticed the whisker like things on his face, you have good eyes :thumbsup:...I will definitely just add them on...
I could easily add that in...as for the muscles going all of the way to the back of the neck, I thought it was the stance of the character in the fight, but I think with this addition, he will look even meaner...
Stay tuned :)
NeptuneImaging
07-24-2008, 07:00 PM
Hello everyone, here is some updates on this character model before I go to unwrap it...I decided to increase the mass on the arms just to make him look more intimidating when in the fight... any comments and suggestions on anatomy will be nice...
here is a screenshot and then off to UV Layout...
Question for zbrushers... is there a way to keep the symmetry on the model even when I delete the hand to place the trident. The model is mostly all symmetrical except for the left forearm and it is a nightmare to sculpt details on one side at a time. I was going to just export the symmetrical mesh, make a copy of it, remove the hand on the game model and bake my normals... i really don't want to do that... what would u suggest?
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentUpdatedTrident21.png
NeptuneImaging
07-26-2008, 03:25 PM
Good morning,
Just a quick update to Trident's battle helmet...decided to tweak it toward the original a little... The helmet is bit over 700 polygons.
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentTweakedBattleHelmet1.png
Hopefully, the mesh layout will hold up in Zbrush when I detail it...
Stay Tuned...C&C welcome
CodeVeroby
07-27-2008, 11:56 AM
Nice ! are you sure that the mesh will hold up in Zbrush with some of the tri's going on ?
NeptuneImaging
07-27-2008, 12:48 PM
Hey dude, I did check the whole model for triangles and subdivided the body a few times and there was no problem with it...now going to have some fun in ZBrush...stay tuned
NeptuneImaging
07-27-2008, 03:30 PM
Good morning all, here is the first phase of the zbrush modeling for this helmet...trying to think of some engravings that I can put on the helm...kind of a mix of the original and some Greek influence...
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-Helmet-ZB-Render.jpg
Please enjoy...C&C welcome...stay tuned
NeptuneImaging
07-27-2008, 08:58 PM
Some more work on the helmet...
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-Helmet-ZB-Render2.jpg
NeptuneImaging
07-28-2008, 01:20 AM
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-Helmet-ZB-Render-3.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-Helmet-ZB-Render-4.jpg
More work on the helmet...
NeptuneImaging
07-30-2008, 02:38 PM
http://i4.photobucket.com/albums/y122/JamesRayder2026/helm-leather-front.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/helm-leather.jpg
here is some more progress on the character's armour...I started blocking in the shoulder armor...
stay tuned
CodeVeroby
07-31-2008, 08:40 AM
Haha, I like the awesome work, I don't think that these little scratches are gonna hold up in an 1024X1024 normals map !
NeptuneImaging
07-31-2008, 10:11 AM
@ CodeVeroby: Hey Code what's up? I had to redesign that helmet 4 times because my file got corrupted...and my max texture size is going to be about 2048 for the helmet, shoulder armour, and trident (they will share texture space on one image)...and those little dents came by accident, my hands are not the steadiest in the world (glad I am not a surgeon :p). Now trying to crank as much detail as I can into the texture, may have to handpaint the smaller details in photoshop...
I was going to add lots of battle damage too...details like the extrusions have held up well on a 2048...
Stay tuned
Ahuri
07-31-2008, 12:56 PM
great job so far.
Arms seem really too long.
NeptuneImaging
08-01-2008, 07:35 PM
http://i4.photobucket.com/albums/y122/JamesRayder2026/Shoulder-Guard-cavity.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Shoulder-Guard-phase-2.jpg
here are some progress shots of the shoulder armour...after another crash of Zbrush. I went ahead and added some new details like some indentations and plating for metal possibly. The next details I am going to add, I am not sure if they will hold up in a normal map... I am using a 2048x2048 for the helmet, armor and trident...
And also testing out my leather MatCap...
C&C welcome...stay tuned.
NeptuneImaging
08-02-2008, 02:21 AM
Here is the shoulder guard with some leathery details...now going to do a quick normal map test in XSI... C&C is welcome...stay tuned
http://i4.photobucket.com/albums/y122/JamesRayder2026/Shoulder-Armour-Progress-1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Shoulder-Armour-Progress-2.jpg
CodeVeroby
08-02-2008, 05:23 PM
You should redo the leather mesh in a more realistic way, currently it looks like a rock, try to use this for reference :
http://farm1.static.flickr.com/28/63964540_b96f24a297_o.jpg
Can't wait to see the normal maps come to life !
NeptuneImaging
08-02-2008, 05:49 PM
Hey Dude, thanks for the feedback... funny thing is, I used my old leather chair as reference for the alpha. I am going to redo the leather again with a smaller brush and see what I can come up with...
Here is the leather reference
http://map.3dmodelfree.com/imguploads/Image/0709/map/6/10/1.jpg
Stay tuned
NeptuneImaging
08-04-2008, 02:34 AM
Hey everyone, here is a start to the trident model so far...trying to get the feel of a sharp blade digging into the opponent's neck with all kinds of blood you just want to paint on the walls in victory...
Stay tuned
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-Model-1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-Model-2.jpg
NeptuneImaging
08-04-2008, 03:00 AM
http://i4.photobucket.com/albums/y122/JamesRayder2026/Shoulder-Guard-phase-3.jpg
And here is a zbrush render of the shoulder guard and strap. The levels have been adjusted in Photoshop to see the details more clearly. I will post texture and normal map tests soon...
Stay Tuned
NeptuneImaging
08-04-2008, 03:53 PM
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-Update-1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-Update-2.jpg
Here is an update on the trident modelling and detailing. Decided to go for a more serrated blade, thinking about how painful it would feel if it went inside a victim and came out more painfully. I am still adding more detailing like intricate engravings that probably will not come into the normal map cleanly but worth getting the authentic feel for a mutant who is spartan in nature.
Stay Tuned...C&C Welcome
NeptuneImaging
08-05-2008, 12:06 PM
Good morning everyone, here is an update on the frogman sculpting, trying to grasp an understanding of human anatomy, so I am starting with the torso of the character.
http://i4.photobucket.com/albums/y122/JamesRayder2026/Frogman-Muscle-1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Frogman-Muscle-2.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Frogman-Muscle-3.jpg
Now if there is anyone with anatomy knowledge and experience, perhaps you can help me see what I am doing wrong and where I can go to next, since i have never done detailed anatomy on any of my characters. I have references that have helped so far...just need a little push in the right direction
C&C Welcome, stay tuned.
NeptuneImaging
08-05-2008, 04:26 PM
Just some updates on Trident, trying to get a feel for the muscular details.
http://i4.photobucket.com/albums/y122/JamesRayder2026/Frogman-Face.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Frogman-Muscle3-4-Back.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Frogman-Muscle3-4-Front.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Frogman-Muscle-Back.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Frogman-MuscleFront.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Frogman-MuscleSide1.jpg
And some other details on his shoulder guard...
http://i4.photobucket.com/albums/y122/JamesRayder2026/Shoulder-Guard-FINAL.jpg
Stay Tuned...
NeptuneImaging
08-05-2008, 08:54 PM
Some updates on frogman's anatomy...may end up toning down the muscles so he looks less chiseled
C&C is welcome, stay tuned
NeptuneImaging
08-06-2008, 02:43 AM
Here some small updates...I am still trying to get used to making muscles and other anatomical features... C&C is welcome...stay tuned
http://i4.photobucket.com/albums/y122/JamesRayder2026/A-face-a-mother-could-love.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Frogman-Muscle-Progress.jpg
NeptuneImaging
08-07-2008, 05:50 AM
Some progress for this evening... added some scarring and physique changes... more to come...stay tuned
http://i4.photobucket.com/albums/y122/JamesRayder2026/Frogman-Head-Detail.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Frogman-Muscle-Progress-6.jpg
CodeVeroby
08-07-2008, 12:34 PM
Great job ! the clay lines on the triceps and the chest look weird, I'd suggest using a Standart brush with Lazy Mouse on for the veins ...
NeptuneImaging
08-07-2008, 02:36 PM
Hey dude, those are not veins...those are scars from older fights...I am going to add the veins in a little bit, trying to see how far I can push the details... stay tuned
NeptuneImaging
08-07-2008, 07:19 PM
Just showing how the frogman will look with all of his clothes on...about to detail the character now while getting around some very weird Zbrush memory issues...
Stay tuned
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-Complete-1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-Complete-2.jpg
NeptuneImaging
08-08-2008, 04:15 AM
Some updates on Trident, started to detail the skin...I need to probably make the scales on the face stronger...
C&C welcome...stay tuned
http://i4.photobucket.com/albums/y122/JamesRayder2026/Frogman-Skin-Progress-1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Frogman-Skin-Progress-2.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Frogman-Skin-Progress-3.jpg
NeptuneImaging
08-09-2008, 04:28 AM
Good evening all, here is more progress on the frogman...just started painting the diffuse maps... maybe make changes to the colours... stay tuned for more...
http://i4.photobucket.com/albums/y122/JamesRayder2026/Frogman-Body-Texture.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Frogman-Hand-texture.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Frogman-Texture-WIP.jpg
NeptuneImaging
08-10-2008, 02:44 AM
Hey, here are some updates for the game res version of Trident...I am still trying to get the specular texture to look right... these renders are from Mental Ray...I am going to get some real time renders from Xnormal... Sorry for the bad lighting. stay tuned.
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-Render-Body11.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-Render-Face-WIP11.jpg
CodeVeroby
08-10-2008, 09:46 AM
I can't see anything ! use the default set of lights with a bright gray backgrounds so that we will acttually see anything !
NeptuneImaging
08-10-2008, 04:22 PM
Hey all, here are some better renders...with the background changed...and some screen caps from Xnormal and I must say, even the quality of the viewer blew me away... I am still tweaking the textures on the character...not sure if i want to really add reflection textures on the character since i want to see him in a realtime renderer...but we'll see what happens. Enjoy the shots...
EDIT: The top three renders are from Mental Ray...the bottom three are Xnormal Realtime
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentFullBdoy11.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentMidsection11.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentUpClose1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/24F46BDB-C79C-4AF1-9BD2-7B4D6524E78.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/A97240BD-4EE2-4507-8EE7-DB1D8C9BE23.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/A98F50B6-67CE-4824-9BB6-A66A343FDFA.jpg
C&C Welcome....stay tuned
the_podman
08-10-2008, 09:30 PM
Interesting choice of character, it's very obscure but that's a good thing. Too many Hellboys, orcs, hulks, etc.
His shoulders feel a little too high for me right now, but the latest xNormal renders look pretty solid. You could also hammer down some of the forms of the leg muscles a bit clearer, but overall some nice work.
I would also reccomend to "bend" the limbs slightly at the elbows and knees. You could use transpose or throw in some joints/bones in whatever 3dapp you are using. Reason being is that you can shape muscular forms with the suggestion of protruding elbow and knee. It always helps me visualize certain landmarks of the anatomy with a slight "gesture" of the model.
-Rod
NeptuneImaging
08-10-2008, 09:39 PM
I will definitely do that, Rod... I usually like to bend the limbs in the 3d app after I do all of my modelling and texturing...especially the fingers...it helps the weights too... more to come...I still need to model the pedestal and still figure out how to **** up the helm really bad...
Stay tuned
Mish0
08-10-2008, 09:52 PM
Swimmers tend to have broad shoulders and welldefined legs. i know, I am a swimmer XD
NeptuneImaging
08-10-2008, 09:55 PM
so, is my model good enough to swim lol..
NeptuneImaging
08-11-2008, 05:04 PM
Good afternoon all, here are some more realtime captures of this cool and "obscure" character. I am running this on my nvidia 8800gt and I must say I love how detailed he looks even in his bind pose. I also bent the arms slightly so it makes it easy to weight the character. And feel free to comment.
I also purchased UT3, so I am definitely stoked to render trident in the engine. More to come... including expressions like anger and pain... stay tuned
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentModelTexture0-1.png
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentModelTexture1-1.png
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentModelTexture2-1.png
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentModelTexture3-1.png
NeptuneImaging
08-16-2008, 05:56 PM
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentDX90-1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentDX91-1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentDX93-1.jpg
Hey everyone, here are some more DirectX tests...I think I am going to call this project done but I still would love your critique...
Enjoy...
NeptuneImaging
08-17-2008, 11:32 PM
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-WireframeFace1Rende.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-WireframeFace2Rende.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Trident-WireframeFaceRender.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentFinishedPoseMR1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentFinishedPoseMR3.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/TridentFinishedPoseMR4.jpg
Hey all, here is some renders of Trident in his ready stance, glaring at the viewers...I think I am really ready to call this character done and move on to the next model, but I would love to hear your thoughts...
More to come...
Keiyentai
09-01-2008, 11:28 AM
Dude that is awesome. I love Eternal Champions. I have both Sega Genesis and Sega CD version :D. You should do the rest of the chars and maybe a stage :P lol. To bad the Sega Saturn version of of EC was canceled. :(
NeptuneImaging
09-01-2008, 05:44 PM
Dude that is awesome. I love Eternal Champions. I have both Sega Genesis and Sega CD version :D. You should do the rest of the chars and maybe a stage :P lol. To bad the Sega Saturn version of of EC was canceled. :(
Hey thanks dude, I love this game too...I felt compelled to do a model of the characters in 3D, I am doing another character next with a different implementation... I will do a level in this thread to flex my environment modelling skills, maybe Xavier's or Trident's Stage. Unfortunately, I had some trouble getting this character into UE3 with my super detailed normal maps. Everything looked kind of weak...
Stay Tuned...
NeptuneImaging
09-06-2008, 07:11 PM
Hey, here is a new character that I chose to work on next...his name is Xavier from Eternal Champions. Here is the bio and some concept art for the character...not sure which version i want to use so I would love to hear your opinions and stuff...
Enjoy and stay tuned
Biography:
Xavier always made bad career choices, so it was no surprise
that his last job ended in failure. After nailing still-smoking
horseshoes onto the mayor's prized workhorse, Xavier found
himself with a shack full of smithy tools and no job.
Stirred by a love for science, Xavier decided to try his hand
at the age-old quest for the formula which would turn lead
into gold. Instead, he found a way to create an unlimited
source of cheap, clean-burning energy that would put Salem
on the map forever in addition, Xavier found his alchemy had
changed him, giving him strange new powers.
Before he could begin to use this power and document it
for the good of future generations, Xavier found himself
bound and gagged as the people of Salem carted him off
to the town square. There they burned him at the stake
for the false charge of being a warlock.
While some of Xavier's powers could be mistaken for witch-
craft, they are all based on real science.
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/EternalChampions020.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/EternalChampions021.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/EternalChampions023.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/Old-Xavier-Head-Study-1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierIhavethepower.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierUnderthecoverofDarkness.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierAttheheightofpower.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/Xavier-Battle-Stance-1.jpg
NeptuneImaging
09-06-2008, 07:13 PM
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/Xavier-Feel-my-power-1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/Xavier-Head-Sketch-2.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/Old-Xavier-Pendragon.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/Xavier-Head1--hair.jpg
Here is more concept art...kind of stuck on what I want do, either stick to the original character design or use the new one...
Let me know what you all think...
Stay Tuned
pimeto
09-07-2008, 02:22 PM
good for you man!
keep up the work, your getting a lot of experience and improving skills!
with this mage, stick with anatomy correct moddelling! :thumbsup:
search for references, etc. ;)
NeptuneImaging
09-07-2008, 05:20 PM
I definitely will stick with anatomy correct modelling...all of the characters will look realistic as possible
Stay Tuned
NeptuneImaging
09-14-2008, 03:52 AM
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierBody1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierBody2.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierHead1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierHead2.jpg
here are some updates to the near complete model of Xavier Pendragon, been trying to get a big start on this model but being sick and all has kept me away from modelling... things seem a little out of proportion right now like the boots and pants... is there a better way to model the sash that the way I did it...?
i am going to model his cane and fix some geometry stuff like optimisation...some crits and feedback would be awesome...
Stay Tuned.
NeptuneImaging
09-15-2008, 08:37 PM
Hey everyone, here is an update on the Xavier Pendragon model...trying to model some semblance of hair on this character's head although it is covered with a hood...didn't want to be lazy about it... I could use some help on the low poly hair creation...I have the style I want, but I am struggling at how many layers I should use.
Anyway, some C&C is welcome
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/LowPolyhair1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/Lowpolyhair2.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/Lowpolyhair3.jpg
Stay Tuned
NeptuneImaging
09-18-2008, 11:28 PM
Hey everyone here my update on this character, just trying to model the cane for when he fights in the game. I had a hard time modelling this damn thing so some feedback on this would be nice. I figured either the snakes coils would protect his hands, or the snake would uncoil before the match. In the old game, he would throw his cane so that it would coil around the opponent and bite them. And also the cane extends further than default with metal blades, but it would drive the poly count up on the cane.
Anyway, here are some captures of the cane and character height comparisons...may add some other detail to the cane. C&C welcome
stay tuned.
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierandSnakeCane1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/CobraCaneclose1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/CobraCane1.jpg
NeptuneImaging
09-21-2008, 07:04 PM
hello everyone, here is some progress on Xavier...I started on the detail phase of this character...he is supposed to be old and wizened so I decided on making him old and creepy...right now, you can see a sense of Senator Palpatine (lol)...
C&C is welcome...stay tuned
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/ZbrushXavierProgress.jpg
NeptuneImaging
09-23-2008, 10:00 AM
Good morning everyone, just posting some progress before I go to work...I am still working on making the glove look leathery... C&C is welcome
Stay tuned
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierPendragonBodyRender.jpg
NeptuneImaging
09-26-2008, 11:05 PM
Good evening everyone, here is a quick showing of the cane modelled in Zbrush. This is the source of Xavier's unlimited power. I chose to base the head of the cane on a King Cobra which is one of the deadliest snakes. I still need to add details to the cane like making it look carved out of wood... more to come.
C&C is welcome :)
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/MagicalCaneStrip.jpg
NeptuneImaging
09-26-2008, 11:43 PM
Just a close up of the cane....
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierCaneCloseup.jpg
NeptuneImaging
09-27-2008, 12:30 AM
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierCharacterStrip1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierHeadStrip1.jpg
Just some more showings of the model so far...
Swift3D
09-27-2008, 04:31 PM
looking good so far :)
some small critiques:
the boots are to thick and don't really narrow enough towards the toe or follow the shape of the inside of the foot, would look alot better if you worked some more detail into them.
the creases on the chest are a little too sharp and close together giving the impresion the material is something really fine like tissue paper, softening them would give more of a cotten/textile look to the fabric.
The creases on the front and back... peices of fabric hanging next to legs, are going in the wrong direction. The weight of the material would be pulling it taught in those directions, however it would fold in the oposite adjacent driection across the legs.
Final crit is that the hand seem to bend back on themselves a little too far and the thumb doesn't look quite low enough (could we see a close up please?)
Sorry for what turned out to be a bit of a wall of critisism but other than mentiond everything looks awsome to me so far.
NeptuneImaging
09-27-2008, 04:51 PM
@Swift 3D: Hey dude, thanks for the crits. I will admit, I went a little nuts on the wrinkling on the outfit and I will definitely soften them a bit :). Could u do a quick draw over for the hanging fabric? I am trying to picture what you mean.
The boots I may end up adding details in photoshop for fine details...for some reason I cannot find a rawhide texture to make it work at least in Zbrush...
Stay tuned :)
Swift3D
09-27-2008, 06:02 PM
hey again,
You're going to have to forgive me for a very shoddy paint over, i'm currently lacking in a tablet, a mouse mat and time ;)
Hope this kind of gets across what I meen though
http://i53.photobucket.com/albums/g68/123ben123_2006/Robepaintover-1.png
I also tryed to paint over the boots but that was coming out even worse than the robe so I guess i'll have another go at explaining what I meen.
By lack of detail I wasn't really refering to texture, buckles seams etc. but to the actualy shape and form of the boot itself, at the minute they're looking rather block-like. I also think that they're a little too tall (the distance between the bottom/sole and the top of the boot) aswell as being slihtly too big alltogether when compared to the rest of the model.
hope that helped at least a tiny bit, loving the staff by the way :)
NeptuneImaging
09-27-2008, 06:48 PM
@Swift3d: I think I see where you are going about the boots and hanging cloth...I also took a bath towel and hung it down in front of my cloth and looking at the wrinkles that look like yours...
Stay tuned... :)
NeptuneImaging
09-28-2008, 01:53 PM
Just a quick update on the wrinkles...and I think they work a lot better this time...I use my own towel as a reference. C&C is welcome... textured model and final render coming soon.
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierPendragonBodyRender2.jpg
Swift3D
09-28-2008, 02:06 PM
could I get a close up of the hands if you have a minute please? :)
NeptuneImaging
09-28-2008, 02:36 PM
Hey Swift, here you go
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/HandCloseUp.jpg
Swift3D
09-28-2008, 05:02 PM
topology wise it looks good pretty much, but like the shoes it looks like you haven't but alot of thaught into the actual positioning on the virts. For example fingers are more curved on the underside than the upper side where as yours aer fairly symetrical bot ways,
the edge loop where the thumb starts (aswell as the rest of the thumb) could do with being dropped down a bit, and where that sticks out on the palm should be followed round to make the muscle on the joint. (sorry no idea about the terminology of hands :S)
Another thing to try would be to bring the row of verts just behind the knuckles forward and make a sort of hexagon like shape with a vert in the center, and then pull that vert out a bit to give you more of a knukle cos at the mintue there's alot of faces along the back of the hand that aren't being used.
I know my descriptive skills are awfull so just look at the flow of your own hand and start dragging some verts around until you get it.
NeptuneImaging
09-28-2008, 05:15 PM
Hey Swift, those are not the hand per se...those are his gloves :) but I will definitely fix this... more to come
barrab
09-28-2008, 05:32 PM
Very nice, The models look oblivion-ish.
NeptuneImaging
09-28-2008, 05:57 PM
@ barrab: thanks. I just hope to be able to get these models looking good enough with a real time shader, just to show it off...
Stay Tuned
NeptuneImaging
09-29-2008, 03:12 AM
good evening everyone, here are some quick test renders before I start painting in Zbrush for the skin textures...
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierPendragonRenders1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierPendragonRenders2.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierPendragonRenders3.jpg
In the meantime, enjoy these mental ray renders...I will have some xNormal renders soon...
stay tuned
NeptuneImaging
09-29-2008, 11:37 PM
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierPendragonTexturedRenders1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierPendragonTexturedRenders2.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierPendragonTexturedRenders3.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/SpecNormal_Renders_Render1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/SpecNormal_Renders_Render2.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/SpecNormal_Renders_Render3.jpg
Good evening, everyone, here are some renders of this character with the textures applied and the Spec/Normal Map renders... this is still a work in progress and I still need to do the hair and add some more details in the texture
C&C is welcome, stay tuned.
And a question to the programmers in here, how would I go about creating a Skin Shader for Direct X 9. I have no programming knowledge and I want to show this model off in RealTime... in the meantime, I will do some xNormal renders.
NeptuneImaging
09-30-2008, 02:11 AM
Here are some xNormal renders...I wish i could do this in mental ray...
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierxNormalRender3.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierxNormalRender1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierxNormalRender2.jpg
NeptuneImaging
10-02-2008, 10:23 PM
Hey, here are some of the textures and wireframes of Xavier Pendragon. I am still getting used to game modelling so I hope i can learn more, especially in hair modelling. (I am very used to PreRendered modelling and texturing) Original Textures are 2048x2048 scaled down for viewing pleasure. Enjoy. Textures are still a WIP. I might dirty up some parts of it or do a second and third pass to add stuff like bruises and cuts.
Stay Tuned
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/HeadTextureSheet.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/RobeNormalsSheet.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/RobeSpecMapTextureSheet.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/RobeTextureSheet.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierWireframesFullBody1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XavierWireframesHead1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XnormalRenderNew4.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XnormalRenderNew2.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XnormalRendersNew1.jpg
http://i4.photobucket.com/albums/y122/JamesRayder2026/Xavier%20Pendragon/XnormalRendersNew3.jpg
CodeVeroby
10-03-2008, 11:12 AM
I love it ! your work is awesome !
NeptuneImaging
10-15-2008, 05:42 PM
http://farm4.static.flickr.com/3139/2942690820_3b0aaf7b29_o.jpgHey all, here is a pose and render of Xavier (don't mind the hand, just wanted to see where I could take this model...still trying to fix the lighting on the character to see his details. Feel free to give C&C...more to come.
NeptuneImaging
10-22-2008, 10:12 PM
Good evening all, here is the final render of Xavier. I am glad that i have been able to share this character with you all and learning about game modelling. More to come... enjoy the images
http://farm4.static.flickr.com/3151/2965584734_8643df514a_o.png
http://farm4.static.flickr.com/3277/2964741101_bd34a2b481_o.png
http://farm4.static.flickr.com/3031/2965315714_cf9b6291a9_o.png
http://farm3.static.flickr.com/2099/2965315258_5f4db971ce_o.png
http://farm4.static.flickr.com/3058/2965364242_b87bf0473c_o.png
CodeVeroby
10-23-2008, 08:13 AM
Sweet ! are you done with the characters or are there more coming ?
NeptuneImaging
10-23-2008, 09:10 AM
You have best believe my friend, they are more coming...stay tuned...:D
Star Dragon
10-25-2008, 01:24 PM
I think I played this game ages ago in another life... :)
(Trident was the most memorable character to me).
Just wanted to say awesome job dude!
NeptuneImaging
10-25-2008, 01:52 PM
@StarDragon: Thanks, man. Trident was also my favourite character too. Unfortunately, I have to run this game on an emulator since my Genesis/SEGACD died years ago. Stay tuned though, I have another surprise coming up in a few days
NeptuneImaging
11-23-2008, 05:10 PM
Here is the finished drawing of some of the costume ideas for Shadow...while still learning the process...comic book style drawing I am also looking for feedback on which costume you all like the most, which will get the most updating to be modelled in 3D. http://community.softimage.com/iSkin_Black/smilies/innocent.gif
More concept art will be on the way...
http://farm4.static.flickr.com/3241/3053055032_8e7d8d08ea.jpg
http://farm4.static.flickr.com/3176/3052181701_553c2a8e36_m.jpg
Here is the high res one....
http://farm4.static.flickr.com/3176/...3c2a8e36_b.jpg (http://farm4.static.flickr.com/3176/3052181701_553c2a8e36_b.jpg)
Thanks
NeptuneImaging
12-16-2008, 07:54 PM
Hey all, just spending today working on my next character named Shadow Yamoto from the game eternal champions. At the moment I am working on some details like the torso and extremities...getting a feel for the mesh. I don't like the head at the moment and I hope to get it a bit more organic...
Anyway, here are some images for your leisure...and some feedback would be awesome...more to come
http://farm4.static.flickr.com/3041/3074625498_78fedf2139.jpg
http://farm4.static.flickr.com/3129/3114163920_e0865b8c15_o.jpg
http://farm4.static.flickr.com/3079/3114163872_af41554f2a_o.jpg
http://farm4.static.flickr.com/3074/3113332871_96ef30569f_o.jpg
http://farm4.static.flickr.com/3010/3113332821_e6dc2b507a_o.jpg
NeptuneImaging
12-18-2008, 12:30 AM
Hey everyone, just doing some more work on shadow this evening. After last night, I decided to go another direction with this character...trying to retain a little bit of the original design with some unique twists...still need to work on the arms and refine some parts of the model. I know it is looking dense atm, but will optimise down for the hair...
Stay tuned
http://farm4.static.flickr.com/3217/3116345007_35d5a720a1_o.jpg
http://farm4.static.flickr.com/3057/3116344875_7d7c936dfd_o.jpg
http://farm4.static.flickr.com/3101/3117172582_ce66b4f919_o.jpg
NeptuneImaging
12-19-2008, 03:49 PM
http://farm4.static.flickr.com/3201/3119942159_656b043ce8_o.jpg
Good morning everyone, just a quick update on Shadow Yamoto...still planning to do some work on the arms some more, maybe to get a nice poly flow to get rid of the tube look...
next steps are to work on the satin arm guards and gloves and additional objects like earrings and hair...stay tuned
NelsonR
12-19-2008, 04:02 PM
She's looking pretty good so far.
NeptuneImaging
12-21-2008, 09:30 PM
Good evening, just about to post some of my first ever hair modelling out of polystrips...(I have never done it this way so maybe someone can give me some advice...) Still trying to make the hair while keeping the polycount down...i am nearing 13k...not necessarily low enough...
By all means, I'm open to suggestions...
http://farm4.static.flickr.com/3208/3125492515_642eff7d68_o.jpghttp://farm4.static.flickr.com/3235/3125492573_aaf6a717cb_o.jpghttp://farm4.static.flickr.com/3118/3126322218_8289308937_o.jpg
NeptuneImaging
12-23-2008, 04:03 AM
hey, what's up everyone. I have been working on some interesting twists on this model and I decided to make this woman sexy and dangerous. I have already deleted parts that the top is covering and add some stuff like a tight belt holding the tanto up and will do some further optimising before unwrapping and textures...
It is a bit above 12k with the Tanto and other accessories...
More to come....I would love to know what you think before i move on...
http://farm4.static.flickr.com/3203/3130066970_483a7413fb_o.jpghttp://farm4.static.flickr.com/3103/3130064632_e1bac91e26.jpg
NeptuneImaging
01-16-2009, 06:14 PM
Hey everyone, after taking some time off from moving and dealing with life's personal toils, I have some updates from the zbrush side of this project. I am still trying to create some more details but I am hindered by a stupid OS constraint. But if anything, here are some shots. Stay Tuned.
http://farm4.static.flickr.com/3510/3202057710_45cd862023.jpg
Hi Res: http://farm4.static.flickr.com/3510/...cd862023_b.jpg (http://farm4.static.flickr.com/3510/3202057710_45cd862023_b.jpg)
http://farm4.static.flickr.com/3491/3201211559_f2cc9311a0.jpg
Hi Res: http://farm4.static.flickr.com/3491/...cc9311a0_b.jpg (http://farm4.static.flickr.com/3491/3201211559_f2cc9311a0_b.jpg)
NeptuneImaging
01-18-2009, 05:15 AM
Some updates on the texturing...doing my damnedest to squeeze in some skin pore details and also find some more variation in her colour pallete...she is mostly geared to be Japanese with a slighty darker tone of skin... more to come
http://farm4.static.flickr.com/3499/3204933887_de6c98ebac.jpg
Hi-Res: http://farm4.static.flickr.com/3499/3204933887_760a927df9_o.jpg
http://farm4.static.flickr.com/3513/3204933785_6910192eaf.jpg
Hi-Res: http://farm4.static.flickr.com/3513/3204933785_6910192eaf_b.jpg
CodeVeroby
01-18-2009, 12:10 PM
Whoa dude ! what happened to her ? her proportions went all wrong ! her arms are too long but very slim, the legs are too big, her breasts are huge and aren't even placed in the right height ! go look at some anatomy images before you make any further changes !
Sorry for the harsh critic but I really want this project to succeed, keep updating :D
NeptuneImaging
01-18-2009, 02:40 PM
Hey dude, thanks for the feedback on this model, I am still working on the proportions (thank god for zbrush and masking) and all of that...on a side note, I do know a few women who proportions are kind of like this... I could go ahead and shorten her arms slightly...
The newest update has her legs thinned out just a little...i will though fix her arms so that they look appropriate...more to come... :)
NeptuneImaging
01-21-2009, 04:52 AM
hey everyone, just posting a few updates on this character...still working on details like the normal map...adding in tiny details that could not be added in the zb phase by handpainting it in photoshop...stay tuned...
http://farm4.static.flickr.com/3111/3214811552_186a1c36be.jpg
http://farm4.static.flickr.com/3100/3213963921_387dd85fb7_o.jpg
I still need to work on her strap and her weapons....stay tuned
NeptuneImaging
01-27-2009, 12:48 AM
Hey everyone...here is a quick update of the model I ended up remodeling the torso since I hated how it was coming and opted for a more heavy metal look :)
I am about to work on the arms as soon as I can find an optimal look for the polygon flow...and then I am going go for some optimisations.
stay tuned
http://farm4.static.flickr.com/3117/3230264080_9abd332100.jpg
http://farm4.static.flickr.com/3331/3229413111_588c644c4a.jpg
http://farm4.static.flickr.com/3526/3230263476_91d53c7f53.jpg
NeptuneImaging
01-29-2009, 03:14 PM
Here are some updates...still trying to fix the proportions and define some additional details like Kunais and a better belt to hold up here knife...
anyway, hack away...
http://farm4.static.flickr.com/3127/3236831980_f564136f2f_o.jpg
http://farm4.static.flickr.com/3406/3236831894_faf5347d2c_o.jpg (http://farm4.static.flickr.com/3406/3236831894_faf5347d2c_o.jpg)
(http://farm4.static.flickr.com/3406/3236831894_faf5347d2c_o.jpg)
NeptuneImaging
02-18-2009, 02:51 AM
Hey everyone, I have found some time to do some updates to my shadow model...I started the texturing phase, laying down some basic colours to work and trying to get a start on the hair placement and texturing
well, feel free to leave some feedback...stay tuned...
http://farm4.static.flickr.com/3573/3288697751_ca31548bc4_b.jpg
http://farm4.static.flickr.com/3598/3289513906_67651d2e6c_o.jpg
http://farm4.static.flickr.com/3334/3289514226_ca9dd7c550_b.jpg
http://farm4.static.flickr.com/3240/3289514460_160ce47d16_b.jpg
NeptuneImaging
02-19-2009, 08:17 PM
hey, here is some of my very crappy hair that I am trying to paint...the specular maps will come, but i just need the hair to look nice... any advice to improve the hair...?
thanks
http://farm4.static.flickr.com/3532/3293687356_e6b5f726dd_o.jpg
CodeVeroby
02-20-2009, 05:45 AM
There you go :
http://www.paultosca.com/varga_hair.html
Good luck !
NeptuneImaging
02-21-2009, 04:33 PM
There you go :
http://www.paultosca.com/varga_hair.html
Good luck !
Thanks bro...i have already seen this one...it is extremely helpful...
CodeVeroby
02-22-2009, 08:37 AM
Also, there is a program called Unrwella, it's arguably the best unwrapping tool available, go look it up ...
NeptuneImaging
03-09-2009, 04:36 PM
Hey what's up everyone...just doing some updates on this model...finally glad to be into the texture tweaking phase (always fun isn't it). As I am looking at the model, I feel there could be more detail but i don't want to plaster the honeycomb relief all over the model...and I was watching elektra while I was doing this...and leather might moire up when viewed in the renderer of my choice....i was going to fake it using a noise texture...
Any help and suggestions will be great... going to work on the hair again...my sister didn't like how it hid her face so I am working on a more sporty pulled back style... and here are renders from Mental Ray...
Stay Tuned
http://farm4.static.flickr.com/3598/3341853856_d09b595171_o.jpg
http://farm4.static.flickr.com/3345/3341853708_52d7da7497_o.jpg
http://farm4.static.flickr.com/3385/3341853590_35bfc46666_o.jpg
http://farm4.static.flickr.com/3644/3341853480_223a8ff418_o.jpg
NeptuneImaging
03-14-2009, 05:31 PM
What's up everyone, just about ready to put the finishing touches on Shadow here...just finished up with the hair (whew!) and putting everything together... I also altered her face so that is she much closer to how a Japanese woman would actually look...the other face wasn't working for me...
I hope to render this character inside of Unreal Ed and get a taste of what it will be like working with that engine. There is an environment map on some of Shadow's body and props, particularly her tanto and choker accessories.
Still trying to get XSI to see the alpha in my diffuse texture (currently using a separate clip map)
Stay tuned...about to work on the pedestal...feel free to critique.
http://farm4.static.flickr.com/3464/3353456167_9ea92d4a4e_o.jpghttp://farm4.static.flickr.com/3455/3353456043_4db47a5a60_o.jpghttp://farm4.static.flickr.com/3537/3354279010_4c7f451fec_o.jpghttp://farm4.static.flickr.com/3467/3353455749_903cd4238c_o.jpg
NeptuneImaging
03-27-2009, 02:14 AM
Hey all, after over 3 months of personal turmoil and distractions, I can safely call this model done...there is nothing more i can really do to it except show you my vision of this character... :D I am still learning how to model for games and I enjoyed working on this model. Now I will have a go at placing her in the Unreal Editor just to get a feel for it...
Well, here are some renders of the model with specs (Mental Ray)... for the final bit of it, I kind of want to place the original game footage in the background, just to make it feel complete...
Stay tuned for the next one, and enjoy...
http://farm4.static.flickr.com/3617/3388222987_f3999cdeb2_o.jpg
http://farm4.static.flickr.com/3467/3389031558_cdc0c68926_o.jpg
CodeVeroby
03-27-2009, 08:11 AM
Amazing job man ! what's next ?
NeptuneImaging
03-27-2009, 09:52 AM
What's next? I am going to work on a vampyre who refused to drink blood and you will see the nasty results of it. This will involve very heavy anatomical modelling because of the exposure of sinews and torn muscles... stay tuned brother...
CodeVeroby
03-27-2009, 12:38 PM
I honestly can't wait to see him modeled !!
NeptuneImaging
03-27-2009, 05:57 PM
I am going to have TONS of fun with this character; I love creating nasty shit like this :) and by doing these game models, I can learn a whole lot about topology, form, and everything else...
NeptuneImaging
04-04-2009, 04:58 PM
Hey all, I am starting yet another character from the Eternal Champions series, and this one will definitely raise some eyebrows when I am got through with it. This character is named Midknight, a vampyre who was once a biochemist in 1967, when a freak accident turned him into what he is. So far I have only focused on concept art (a lesson learned from the last project i did) to try and see how far I can take the fact that Midknight refuses to kill anyone to sustain himself. And as a result, his body is slowly decomposing leaving only a part of his face left.
Here is his bio (from the game Eternal Champions: Challenge From the Dark Side):
Mitchell worked for the CIA on loan from Interpol. Born in
London, Mitchell was one of the best bio-chemical scientists
working in the intelligence community. The CIA needed
Mitchell to work on a bio-chemical weapon to end the Vietnam
War. Mitchell created a virus that would weaken its victims
until they hung near death, waiting for the antidote. The virus
was to be introduced into the water supply of Vietnam, but
Mitchell wouldn't stand for that much human destruction. He
stole back his formula and fled back to London to hide.
Unfortunately, Mitchell was cornered at the airport by both
interpol and CIA agents. During the escape, Mitchell fell
from a nine-story building into a chemical storage used by the airport.
The force of the impact broke the seal of the virus
container and released the virus into the chemical vat. This
mixture creasted an unexpected result. Mitchell was trans-
formed by the mixture into a living vampire. Using his new-
found cunning and strength, Mitchell escaped and fled to
London where he spent the next 133 years vainly searching
for a cure for his disease. No longer identifying with his past,
Mitchell came to be known as Midknight.
The cure had become more important since the goverment
used the virus during the Vietnam War by using the contents
of the airport chemical vat. Many of the third-world countries
were now over-run with living vampires. Midknight was also
running out of time because his body, with the exception of
his neck and face, was rotting away. This rotting was due to
the fact that Midknight wouldn't kill another person to renew
his life energy. Midknight was about to solve the last hitch
in the antidote when a government agent killed him by firing
a firing a magnesium stake through his heart.
Now that is out of the way, here is some of the rough sketches that i put together
for Midknight. Still working on rotting up his face bad enough to show the tension of
his decay and also going to figure out how I am going to achieve this look in zbrush. And
also his colour pallette will be overlaid on top of the sketches (purple is not working for me)
Well, Enjoy. And the model will come soon, stay tuned.
http://farm4.static.flickr.com/3359/3411340339_ddb0226618_o.jpg
http://farm4.static.flickr.com/3407/3411338645_6df5a93ee3_b.jpg
http://farm4.static.flickr.com/3644/3412144338_d0cbde75f2_b.jpg
http://farm4.static.flickr.com/3641/3409877353_a4ff3bafe9_b.jpg
http://farm4.static.flickr.com/3571/3410683662_be81315752_b.jpg
http://farm4.static.flickr.com/3600/3409520918_ee29f18228_o.jpg
http://farm4.static.flickr.com/3322/3411404805_b79f02e35c_b.jpg
CodeVeroby
04-05-2009, 05:11 PM
Extremely interesting man but I gotta say that I really don't like the sketches, I think that in order to actually capture the badass essence of this guy you need to make him a lot bigger and muscular but add various skin defects and muscle tissues peeling off of him;
I highly recommend you taking reference from Grendel (http://www.theofantastique.com/wp-content/uploads/2008/10/grendel2.jpg), Darkman (http://www.nerf-herders-anonymous.net/images/LiamNeeson_Darkman.jpg) and Spawn (http://g.courtial.free.fr/Spawn_wallpaper_fond_d_ecran.jpg).
Also maybe these vampire images : vampire 1 (http://www.flickr.com/photos/homemcueca/273943298/sizes/l/), Vampire 2 (http://images.epilogue.net/users/morgorth/vampire.jpg)
And lastly, this is a matter of preference, but I think that male vampires look best when they have a tight jeans and no shirt on (topless), but in this case maybe with a torn jeans or something ?
Sorry I'm getting so involved in this, I just really want to see you go through with this, great job on the quality of the sketches, keep on doing this awesome stuff !
NeptuneImaging
04-06-2009, 02:27 AM
Hey Rob, thanks for the feedback on the sketches. I will admit...I was going to make him very muscular but then I thought about what if the lack of blood degenerated his muscle mass...I will keep grendel in mind...I have to take this model into zbrush anyway to adjust the low res mesh so that he is lean and not too skinny. I also have to model the phalanges into the mesh...
As for the shirt, I was going to have it very shredded and ****ed up...part of a lab coat...
Stay tuned... going to model the head and body as soon as I get a good modeling sheet..
CodeVeroby
04-06-2009, 06:59 AM
Great, thanks for the reply ! you know, the moment I've seen you say "a torn lab coat" the first thing that went into my mind was Dr.Connors, aka - the Lizard, from Spider-Man ! so if you need a good reference for a lab coat that's damaged and torn down I roccemmend you to look at some Lizard reference ...
Maybe these will help : 1 (http://www.allaboutduncan.com/wp-content/uploads/2007/04/lizard-a-500.jpg), 2 (http://screenrant.com/wp-content/uploads/spiderman_lizard.jpg), 3 (http://upload.wikimedia.org/wikipedia/en/b/b6/Crazylizzy.png)
Good luck !
NeptuneImaging
04-06-2009, 10:03 AM
You know it...i mean the character was a biochemist...gotta make it nasty...
NeptuneImaging
04-27-2009, 08:24 PM
Hey all...I am just popping in to share a few updates on this new character. I am still working on the proportions of this model and prepare it for sculpting. It will not look like it is now once i get it through the phase of zbrushing it.
here is a look at the model as it currently is. Still needs some more stuff like the belt on his pants to hold them up, some proportion fixes so that i can get him close to his skinny lean look.
I do have a question about modelling cloth, is it necessary to add cloth thickness if it is for a game model?
Stay tuned...
http://farm4.static.flickr.com/3576/3481155564_8561e31e83_o.jpg
http://farm4.static.flickr.com/3320/3481155400_c15647ccda_o.jpg
CodeVeroby
04-28-2009, 11:25 AM
Great progress ! I think you should keep extruding the coat until you get the the knees though, give us a wireframe too !
NeptuneImaging
04-28-2009, 12:31 PM
Hey Rob, I think you are totally right about the lab coat, although it will be heavily shredded up in the texturing. I will show some wireframes in a little bit after I finish up with some final details and optimisations.
and some wires
http://farm4.static.flickr.com/3578/3483233358_2e8f88c965_o.jpghttp://farm4.static.flickr.com/3609/3482416889_b3e855b8cd_o.jpg
CodeVeroby
04-29-2009, 10:51 AM
Maybe you can use an alpha texture for the ripping on the coat ?
NeptuneImaging
04-29-2009, 01:05 PM
Hey Rob...that is the plan for the coat...I am still optimising the mesh so I can add the teeth in and then unwrap...i also have to make sure that the normal map texture will be alpha mapped too...
NeptuneImaging
04-30-2009, 07:34 PM
Hey everyone, just a little update on Midknight here...working on him in Zbrush trying to get him to look very gross and hard to look at. He is far from finished as I am looking to get him closer to the nastier version that I am looking for. I am working on the organic parts first so i can get the skin to look very withered and lithe.
Any feedback would be awesome...thank you.
http://farm4.static.flickr.com/3578/3489576282_5aabff3121_o.jpg
http://farm4.static.flickr.com/3589/3488761677_72a060eca2_o.jpghttp://farm4.static.flickr.com/3606/3489576106_63f0f3b734_o.jpg
http://farm4.static.flickr.com/3539/3488761519_ac7b14e5e0_o.jpg
NeptuneImaging
05-03-2009, 01:26 PM
Good morning everyone...just posting some updates from yesterday and today. Still rocking on with this one in zbrush...this is borderline disturbing but i would love to hear your critique and even advice
Stay Tunedhttp://farm4.static.flickr.com/3644/3494155186_f457b0ac2a_o.jpghttp://farm4.static.flickr.com/3178/3494155284_57c4a2e23e_o.jpghttp://farm4.static.flickr.com/3558/3493338207_083d3db424_o.jpg http://farm4.static.flickr.com/3330/3497193184_348dfdcc24_o.jpg
http://farm4.static.flickr.com/3403/3497192680_69e9e12778_o.jpg
NeptuneImaging
05-05-2009, 02:06 AM
hey everyone, here is my first attempt at making torn pants.... kind of crappy....is there a better way to do this...?
http://farm4.static.flickr.com/3565/3502335049_c40050e46a_o.jpg
NeptuneImaging
05-11-2009, 01:34 PM
Hey everyone, posting an update on this character with some texturing, trying to make this guy look very dead. I still have to work on the bone grain and aging more of him. C&C is welcome. Stay tuned.
http://farm4.static.flickr.com/3651/3522220454_1a316346e6_o.jpg
http://farm4.static.flickr.com/3358/3522220720_bfb4a1f503_o.jpg
NeptuneImaging
05-16-2009, 11:51 AM
Hey all, i have a quick question, now that I am kind of stuck on this part. How would u want wrinkles on a garment to flow on lets say on a ripped coat like on this model (The ripped areas are in grey). This model is going to be normal mapped and i want to make sure it looks right. Any suggestions would be great... thanks
Here is a pic of what i have so far...
http://farm4.static.flickr.com/3359/3534136949_9f4639558f_o.jpg
thanks
NeptuneImaging
05-21-2009, 09:57 PM
Hey all...here is some of latest texturing progress. I am trying to plan the specular texturing on the model and all of that cool stuff with some blood stains and the like. C&C is always welcome...I also need to fix some stuff on some parts of the body like more blood and torn skin
Stay tuned
http://farm4.static.flickr.com/3574/3551860893_de849eb6a4_o.jpghttp://farm3.static.flickr.com/2472/3552670658_dc0dda1257_o.jpg
NeptuneImaging
06-01-2009, 04:07 PM
Good morning, all...
I am posting some progress on Midknight with all of the textures applied to it so far. I still need to tweak textures and make it look presentable. Also I am going to really to try to put inside of Unreal Editor and see all of those details.
These are MR renders. Stay Tuned
http://farm4.static.flickr.com/3320/3585150521_d3e303c96c_o.jpg
http://farm4.static.flickr.com/3591/3585150775_6538a372af_o.jpg
CodeVeroby
06-02-2009, 12:51 PM
Great work mate ! keep it up, can't wait to see it with alpha maps !
NeptuneImaging
06-02-2009, 02:14 PM
http://farm3.static.flickr.com/2460/3589376788_61b9ec7a08_o.jpgHey Code, as you wish, here is the model with the alpha maps applied.
http://farm3.static.flickr.com/2432/3589330020_8e2b0d507c_o.jpg
Now for those using Unreal Ed, how in the hell do i get my model to cast shadows in the scene and how do you get glossy speculars? I am planning on putting this character into the editor to see how he looks and he has two textures one for the body and one for the clothes. Maybe someone can give me some insight on that. Thanks.
CodeVeroby
06-03-2009, 11:31 AM
Maybe these will help :
http://udn.epicgames.com/Three/MaterialsTutorial.html
http://waylon-art.com/LearningUnreal/UE3-11-MaterialBasics.htm
http://waylon-art.com/LearningUnreal/UE3-12-MaterialBasics2.htm
I think it has something to do with the specular map's alpha channel ...
NeptuneImaging
06-04-2009, 03:55 AM
Good evening all...I finally got around to do some testing in Unreal (I don;t know how to use it really, so I am learning this too...) and I must say, i am kind of impressed with the results :). But of course, I will be even happier if i could learn how to get my rigged model into the editor from Softimage, and get the model to cast proper shadows.
Hopefully someone can help me with this... thanks and stay tuned.
http://farm4.static.flickr.com/3601/3593688763_d37e966acf_b.jpghttp://farm4.static.flickr.com/3629/3593688937_f615f330f7_b.jpg
CodeVeroby
06-04-2009, 10:54 AM
Yeah sure !, I havn't used UE3 for a long time but if I remmember currectly you need to right click on the boxe's faces, right click, and one of the tabs opens a window where you can set the faces to recieve dynamic shadows, same goes for the character !
NeptuneImaging
06-04-2009, 11:04 AM
Hey Rob, just in time brother...
So that what was I was missing lol...I forgot to set each face to receive Dynamic shadows. I am going to redo my unreal scene and take my time to learn the engine. In the mean time, I am going to continue the Mental Ray version of my vampire
Stay Tuned
Onikudaki
06-07-2009, 10:02 PM
pretty good stuff so far man. Its nice to see you working and creating. However if you plan on continuing your studies using the human figure as a ref I would highly recomend you take up some anatomy studies. One book I like to use is called Strength Training Anatomy. you can get at most popular book stores. its an illustrated guide for body builders and what muscles work for different exercises. It gives you a detailes look at not just the muscle but where it connects to the bone.
On the first peice with the green guy (cool character by the way). The shoulders are not so high as the clavicle and pectorals are really low. The clavicle or collar bone connects to the ac joint where the humerus bone fits into the shoulder socket. In short your shoulder muscles (deltoids) are far above the connecting socket at the collar bone level. Also the pectorals and and the deltoid are two muscle groups but they are connected. What I mean is that in some of your work you seperate the deltoid from the pec muscle
NeptuneImaging
06-07-2009, 10:25 PM
Hey Oni, thank you for the awesome feedback about my work. I will admit that when I created Trident, i had no idea what the hell i was doing... and now that i have a new book of anatomy handy, I am thinking of going back and fixing up the frogman a little... :) stay tuned.
NeptuneImaging
06-13-2009, 01:40 AM
Hey, what's up? I am back again, adding some new images from this morning on this model. I love how Midknight is coming along especially with the rigging and all of the details that I added. Tonight, I decided to get a little bloody.
Below are some renders of Midknight, covered in blood after feeding on someone. I kind of figured since this is not for a game or anything, what the hell right? Here you go. Still more to come.
http://3.bp.blogspot.com/_CAcDHNOejW4/SjL-NuFsThI/AAAAAAAAABQ/-rn-L4HDG14/s1600-h/Midknight+FINAL.jpg
http://1.bp.blogspot.com/_CAcDHNOejW4/SjL-NQYnGDI/AAAAAAAAABI/Y2XPSBtHJLU/s1600-h/Covered-in-blood.jpghttp://3.bp.blogspot.com/_CAcDHNOejW4/SjL-NUadkgI/AAAAAAAAABA/begwOwctDu4/s1600-h/blood-close-up.jpg
http://1.bp.blogspot.com/_CAcDHNOejW4/SjL-NQYnGDI/AAAAAAAAABI/Y2XPSBtHJLU/s1600-h/Covered-in-blood.jpg
http://3.bp.blogspot.com/_CAcDHNOejW4/SjL-NUadkgI/AAAAAAAAABA/begwOwctDu4/s1600-h/blood-close-up.jpg
CodeVeroby
06-13-2009, 10:52 AM
Looks pretty good ! But I really don't like the blood's symmetry, I can't express it fully in words, just loose the symmetry of the blood !
Gurboura
06-13-2009, 08:35 PM
I like the blood. Looking great Kashif!
NeptuneImaging
06-13-2009, 08:57 PM
Hey Gouboura, thanks about the blood. I was going to not have any on him but since this is only a portfolio piece, I was like Aw what the hell... i really want to make the blood look very shiny but I am using Mental Ray to show off the model...so, I am forced to use an intensity mask...
metkillerjoe
06-17-2009, 04:12 PM
NeptuneImaging, first off, great model. Love the detailing. The only thing that strikes me are the wounds.
http://farm4.static.flickr.com/3320/3585150521_d3e303c96c_o.jpg
If you look at the legs for example, the wounds have an even red outline (which could look better if there were irregularities as well as splatter) and then nothing in between (no pus, blackness/blueness, or other marks).
You could compensate with the blood you have been putting on, though.
NeptuneImaging
06-19-2009, 01:46 AM
Hey all...i am just posting the final model renders, and texture sheets, and ready to move on to the next model. :) I hope you enjoyed this one. Stay Tuned.
http://farm3.static.flickr.com/2463/3639483819_9898bc3dd1_b.jpg
http://farm3.static.flickr.com/2463/3639453117_9278f4117d.jpg
http://farm3.static.flickr.com/2441/3640262328_3f253017a5.jpg
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