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Bluplet
06-25-2003, 04:25 PM
Just a lil high-poly model for my demoreel.

MAX 5.1 is the tool of choice. The character himself is mainly based off one of the figurines from the Tortured Souls line from McFarlane Toys. The guy's meant to be stocky-ish, but not overly muscular.

Front + back perspective renders

http://members.optusnet.com.au/~blup/cgtalk/full-persp-front.jpg http://members.optusnet.com.au/~blup/cgtalk/full-persp-back.jpg


A wireframe close-up of the face

http://members.optusnet.com.au/~blup/cgtalk/face-wire.gif


As follows are links to other renders and wireframe shots.

Boots close-up (http://members.optusnet.com.au/~blup/cgtalk/boots-cu.jpg)
Boots Wireframe (http://members.optusnet.com.au/~blup/cgtalk/boots-wire.gif)
Full Body Wireframe (front) (http://members.optusnet.com.au/~blup/cgtalk/fullbody-wire.gif)
Left hand close-up (http://members.optusnet.com.au/~blup/cgtalk/hand--left-cu.jpg)
Right hand close up (http://members.optusnet.com.au/~blup/cgtalk/hand-right-cu.jpg)
Right hand wireframe (http://members.optusnet.com.au/~blup/cgtalk/right-hand-wire.gif)
Head back close-up (http://members.optusnet.com.au/~blup/cgtalk/head-back-cu.jpg)
Head front close-up (http://members.optusnet.com.au/~blup/cgtalk/head-front-cu.jpg)
Torso wireframe (http://members.optusnet.com.au/~blup/cgtalk/torso-wire.gif)

Terminator
06-26-2003, 12:15 AM
whoa extreme work there! granted i've only seen the model from a comic so i might be wrong about these comments but u seem to have gotten it right. and now for the crits first of all the hand, fingers seem flat from the top view also there dont seem to be a hint of trace for knuckles, second the back it also seems flat but that might be due to the tight get up, third the chains on back of his head in the section where the small and the larger chains collide it seems like they r floating in thin air i doubt most would want to actually model the skin actually caving in but maybe u could make the smaller chains darker so that they dont stand out as much and as far as the body goes it's execellent i see no prob animatin but the face is another story it's too messy to be able to move but then again i doubt he could talk much wit all them chains :) and lastly the arms r too long for the body but overall GREAT JOB!

otacon
06-26-2003, 05:53 AM
First off, Great looking model!:thumbsup: And besides what the Terminator said, I only see a few minor problems.....His shoulders look just a tad too big from that rear view, and its making his neck look smaller than it is. From the close ups, it looks like he has some bumps on his head, that dont need to be there, now i dont have a model of this guy, so i could be wrong about that one. Also, most of the hooks going through the skin dont look like they're pulling hard enough to make those wrinkles in the skin, so you could either pull the skin down more into the bend of the hooks, or shorten the bend of the hooks and make the tip smaller so it looks like those hooks are nice and tight:scream: . But overall the model looks real nice, and i would love to see some texture on this guy!:D

Bluplet
06-26-2003, 07:51 AM
Thanks for the comments people!

The model itself isn't a exact copy of the original figurine, but has a lot of similarities here and there. The head is my own creation but anyhow, here's a small pic of the figurine.

Figurine (http://members.optusnet.com.au/~blup/cgtalk/figurine.jpg)

I've fixed the fingers to not be too flat at the top, just a touch, defined the knuckles a bit more and also made the nails look like they were growing out of the fingers.

http://members.optusnet.com.au/~blup/cgtalk/hand-tweaked.jpg

There are creases on the head wherever there is chain resting on the skin, most of it had been washed out by the lighting+lack of defining shadows, but are otherwise there. There's not much flesh on the head for it to really look like that, but a little swelling due to injury does wonders! I'll look into tightening the skin a bit more around the hooks.

His face won't be animated as such, so no worries with trying to set things up for that, he can't do much more than twich various parts with all those hooks.

http://members.optusnet.com.au/~blup/cgtalk/head-back-creases.jpg

Also shortened the forearms a bit, thankfully getting all the straps to fit afterwards wasn't as much as a hassle as I thought it would be.

http://members.optusnet.com.au/~blup/cgtalk/fullbackfront.jpg

Will also tweak the shoulders a bit, shouldn't be any trouble. I'm really looking forwards to texturing him, will take a while to set up all the uv's though.

His back is essentially flat due to the leather being stretched over it, but I'll also investigate making the vest more form-fitting.

Thanks again for all the feedback guys!

Marcinko
06-26-2003, 09:38 AM
The shoulders should be a bit more defined maybe that can cut down the size..IMO

PaxtonGerrish
06-26-2003, 06:06 PM
maybe such a gnarly shredded tourchered soul shouldnt have such a perfect manicure. :shrug:

unless thats what you were going for, in which case I think some high gloss seafoam green nail polish would look lovely:p

Bluplet
07-12-2003, 01:35 PM
Alrighty, I think I'll contribute to the occasional revival of this thread ;)

Just been setting up uv's for all the separate bits of the model.

At the moment I've worked out a preliminary skin shader and also started on a bump map for the head. There'll be further updates once I've done up all the skin.

http://members.optusnet.com.au/~blup/cgtalk/texturing/cenobite-skin.jpg

huck
07-13-2003, 05:31 PM
Yay, a clive barker fan!?

Excellent work bluplet, There is really no bad critique here; your model looks very efficient. In regards to any kind of changes mention above at this point is really about art direction with the client, Öif indeed this was an actual commercial project. Itís a horror theme, which means it will require him in a dark setting, for that reason its not necessary to add more detail if its not going to be seen well. I personally donít think all details need to be modeled, thatís where textures come in and lighting. Your model is READY TO GO with any modification for a particular scene!

It all about the final illusion!

great work!
a barker fan

Levitateme
07-14-2003, 06:34 PM
just looking at the face i think the nose needs some work, the nostrils really stick out i think. but its a great model otherwise.

Aearon
07-14-2003, 08:27 PM
great model with loads of tiny details!

this was already mentioned, but i also think that there are some areas that lack detail compared to the rest of the model. it's mainly the shoulders and the nose area that seem way too smooth

rob-beddall
07-15-2003, 09:39 AM
hey!!
something really needs to be done about the hooks.
they just don't look as though they are "Tugging" on the skin.
the skin should be tight against the "hook" part whereas you have the skin against the "straight" part.
hope that makes sense.

cheers!!

Bluplet
07-15-2003, 01:00 PM
Thanks for the comments people!

Itís a horror theme, which means it will require him in a dark setting, for that reason its not necessary to add more detail if its not going to be seen well. I personally donít think all details need to be modeled, thatís where textures come in and lighting. Your model is READY TO GO with any modification for a particular scene!

I do agree with your point of modelled details vs. textures. Normally I wouldn't go anywhere as far as this regarding modelled details (total count of polys in the base mesh is nearly 390,000) but I wanted to see what I could whip up if I didn't pull too many punches!


just looking at the face i think the nose needs some work, the nostrils really stick out i think. but its a great model otherwise.

When I scrunch up my nose with my upper lips pulled back, it looks exactly as it does on the model ;)

I've added some deep-ish fine wrinkles to the nose via the bump-map, but these disappear rather easily depending on lighting and distance.


this was already mentioned, but i also think that there are some areas that lack detail compared to the rest of the model. it's mainly the shoulders and the nose area that seem way too smooth

Yeah, the contrasting effect of the smooth areas will be subdued with textures and bump maps where possible.


something really needs to be done about the hooks.

The skin itself has been moved along the hook itself a little bit, looks a bit better, see examples below. Still have to tweak the skin on the two centre hooks.


Alrighty, just some small updates, mainly just bump-map and skin shader tweaking. The bump maps on the skin other than the head are just temporary.

Front view
http://members.optusnet.com.au/~blup/cgtalk/texturing/skin-front.jpg

Closer front view
(Linky Here) (http://members.optusnet.com.au/~blup/cgtalk/texturing/skin-front-cu.jpg)

Rear view
http://members.optusnet.com.au/~blup/cgtalk/texturing/skin-back.jpg

golem
02-20-2004, 12:16 PM
i reminded to have seen your model months ago. could be great if u had time to complete
this is my own cenobite, give a look

golem


http://www.cgtalk.com/showthread.php?s=&threadid=123678

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