View Full Version : Wip Castlevania Style Char (New Here!)
hey guys, i been modeling for a year now, i developed a style where i could only model one kinda character....big buffed up men :\ (ive done saaay 100 DBZ model...ask if ur interested to see them)
k, bascially, this is starting to annoy me, that everything i do looks DBZ, so i went for a character which wasnt as cartoony as dbz but kinda is lol
soi started this guy, he is 1200 polys, i wasted it on the hair, but ill optomize, and about 35% complete.
he was origionally based off alucard from CV, but then i just mixed up him, dante and this snk guy,
how can i make him better before i continue?
thx
(sorry but my renderer keeps crashing, so i have render in draft mode)
NEW PICS AT THE BOTTOM
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i tried to make him a little bit younger lookin
http://eoturk.users.btopenworld.com/castlevania/2.jpg
http://eoturk.users.btopenworld.com/castlevania/1.jpg
http://eoturk.users.btopenworld.com/castlevania/8.jpg
Nice, can't wait to see the finished model with textures. Keep updating us on this one.
Prs-Phil
06-13-2003, 12:14 PM
you are the guy from SOS arent you ... ?!
I havent seen this char before but it seem his next is way to streight up, I think it shouldnt be as wide as at the bottom. You can still welld a few vertics around the shoulder area to get away those really small unnessesary faces and maybe turn a edge here and there ... make sure he gets fairly animateable
Good work so far
hey, yea im sos modeler, hope this forum isnt Anti-DBZ like PC? anyway. i worked on him a little, extruded some legs, atm im doing the base, then imma start detailing him out and stuff
heres the update before your post
http://eoturk.users.btopenworld.com/castlevania/new.jpg
With one year of modeling under your belt, this model is excellent. What's your background prior to 3D modeling? Fine art? Sculpture? Good show.
Cheers
hey, well i dont really have a background, if i enjoy what i do, i learn it quick i guess. errrm, i did some more work on him, i killed around 10-15 polys from the sholders
cleanded the mesh up abit, fixed the shirt up, more detail, ermmm and i did the hand band bits
1800 polys, i hope that isnt too much fro what it is?
http://eoturk.users.btopenworld.com/castlevania/new2.jpg
AdamAtomic
06-13-2003, 04:52 PM
well, I'M anti-DBZ but i won't hold that against you...experience = experience, and i'm a long-time CV fan :) This guy is coming along really nice - although it looks like you're having some of the same problems with your character's face that i was on my last model - don't be afraid to pull in the vertices under the cheekbone and at the corners of his mouth just a little bit more - it will help you get a more youthful look. Also, it looks like the outside corners of the eyes are a little too high. I use Hogarth's Dynamic Anatomy as a kind of guide to make sure that I have all the different parts of the face built right - it's invaluable for me! Aside from those little details, he looks really good! Are you keeping enough polys around the joints to let him animate?
PS - double-check on your nostril area too, it looks like it may be a little funky ;) these are piddling details for the most part tho - the model over-all is still quite good. Have you seen Soul's CV-inspired character?
innervision961
06-13-2003, 04:58 PM
Excellent model:thumbsup: My only suggestion is that it looks to much like a guy! j/k but if you notice all the castlevania dudes look like chicks, anybody know why this is?
Prs-Phil
06-13-2003, 06:04 PM
cuz they are gay ;)
Hey Turk I used to be a huge DBZ Fan, well lets put it this way, without DBZ I wouldnt of started modeling, just like you :)
Comming along great, make shure that he can bend his knees without making it look weird while animating :)
toebee_1
06-14-2003, 06:03 AM
Very nice work. I am still a rookie but I have no complaints about it. How did you model it? Just curious what the best way to go about it is.
Prs-Phil What name did you used to use?
toebee_1 I start off with 1 1x1 plane and extrude the edges, and i cut for more definition and i targe weld when killin plys
Adam Atomic thx, man, it helped, i was convinced to make him lok older again tho lol
well anyway, hes done 1900 polys:
http://eoturk.users.btopenworld.com/castlevania/2/finished1.jpg
http://eoturk.users.btopenworld.com/castlevania/2/6.jpg
http://eoturk.users.btopenworld.com/castlevania/2/7.jpg
SOoooo do i make a nice looking render and stick this in finished now? or does it need a skin?
EDIT: ITS 1900 POLYS NOT 2900, sorry
wanzai
06-14-2003, 03:09 PM
not too shabby, I have some suggestions though.
He doesn't look like 2900 polies. I think it's not neccessary to model out the hair, except you are definitely going for the DB style spikey hair (I grew up with Toriyama's works, so no offense intended there :) )
I guess there're some more places you could save some polys and let the texture do the job, but one can't see very well on the flat-shaded model without proper lighting.
Wireframes over gouraud shading would help showing both the polys and the volume/shape of the model.
The lower part of the body doesn't stand up to the upper part, which by itself does look pretty strong (so I'm not saying that the upper part is too strong for the lower part... makes sense?)
Other than that, I'd never consider an untextured model to be finished, except you're putting together a reel focused on modeling. But then you don't need "nice renders" and the current viewport grabs don't show the poly-distribution clearly, as mentioned above.
My 2 cents.
hey thx, i was really stupid, i work in halves so when i grouped the halves one side was cloned, so it added an extra 1k polys :x
its 1900 polys, sorry for the confusion :x
sorry for double posting
2020 polys, i worked on the face alot
deicided its no where near done, gonna go to 3k,
http://eoturk.users.btopenworld.com/castlevania/new/1.jpg
http://eoturk.users.btopenworld.com/castlevania/new/2.jpg
http://eoturk.users.btopenworld.com/castlevania/new/3.jpg
http://eoturk.users.btopenworld.com/castlevania/new/4.jpg
Prs-Phil
06-14-2003, 05:27 PM
I was active in the german dbz scene quite a while ago
SSj5Vegeta was my nic
To your model, you really dont need so many tries in the face, especially on the cheeks you could weld them away and you wouldnt see the difference.
The upper part of the body is well done but the legs ... puh, in my eyes they are to short and to thin in proportion to the whole body and it seems you have a dent in the boot.
worked on legs abit, he looked boring, so i gave him a necklace and cape and make his other thing shorter so it doesnt clash
http://eoturk.users.btopenworld.com/done.jpg
http://eoturk.users.btopenworld.com/done4.jpg
Hellwolve
06-14-2003, 06:59 PM
Originally posted by Turk
worked on legs abit, he looked boring, so i gave him a necklace and cape and make his other thing shorter so it doesnt clash
Lookin' cool!
Oh, and could you check your PM's?
Prs-Phil
06-14-2003, 07:19 PM
woha man ... looks really beastly ... now just a texture as good as the model and then I can dig my own grave to die and give up ;)
BurrowingDuck
06-14-2003, 08:19 PM
ring finger is shorter than the miggle finger. other than that its great!
new model!
edited the old guy
2637 polys
mostly cuzhes got a pair of legs under the skirt thingy, and the lil clips
http://eoturk.users.btopenworld.com/new1.jpg
http://eoturk.users.btopenworld.com/new2.jpg
http://eoturk.users.btopenworld.com/new3.jpg
Prs-Phil
06-15-2003, 01:20 AM
hmmm, not very creative but still looks cool. Maybe the hands are a tad to fat.
btw, you mind if I add you to my MSN list, ... I need crit from guys, before I post here, that know what they are doing, you can ask me things to if you want :D
mine is dbzffh@hotmail.com that you know, so that you are not surprised.
rv-el
06-15-2003, 12:17 PM
i'm really interested in seeing where you take the texturing on this. mainly the first character. you seem very poly concious. the pose is great and i can feal his weight. the cheeks seem a bit puffy and the eye/cheek area is a bit strange. but its pretty damn solid. and as for originality goes, it could be really nice. i mean, atleast its not some movie character thats been done in two movies or anything :). hehe btw, um the one dude in red. his middle finger isn't the longest. kinda throwing it off.
Mangled Poly
06-15-2003, 04:02 PM
hmmm, not very creative
Do you have anything other to say then this on every post? I mean common now this would be kind of an insult to me if i spent hours working on it... and ive seen you use it like 3 times in the past 2 days.
Prs-Phil
06-15-2003, 07:37 PM
lol ... common calm down. He wrote that he just edited the old guy and that is not burning with creativity.
If you would read the whole post, I still wrote that it looks cool and that isnt a insult in my eyes, actually thats the opposite. :shame:
thats actually the first time I´ve used the phrase so get sorted and chill a bit more :cool: the thing I use often is "keep it up :thumbsup: "
rv-el
06-16-2003, 06:30 AM
reusing peices (tastefully) is done in the game industy. its all about the end product. i rarely do it. but if i need to work smart and fast then i'll do that. better than just working hard. how many times do you have to reinvent the wheel?
i definitly dont sujest it to anybody who is still learning though. not a good idea. you can ALWAYS do better on the next one.
stop fighting :p
anyway, ive started to skinmap the bald guy, as hes pretty simple compared to the other one, im NOT a skinmapper, so im TRYING rreaaaally hard to get this right, because i want to release an sdk :)
http://eoturk.users.btopenworld.com/skinmap.jpg
hereit is so far, i cant seem to kill the strethcing on the arm
Vash T Stampede
06-18-2003, 03:34 PM
The first char looks like Cross between belmont and Dracula...
might fine..sofar...
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