View Full Version : DWIV - 3D - GhostEsper - Savage Beauty
Ghostesper 03-23-2009, 05:19 AM Latest Update:
http://i212.photobucket.com/albums/cc189/ghostesper/DWIV_update8_back.jpghttp://i212.photobucket.com/albums/cc189/ghostesper/DWIV_update8_thirdsback.jpghttp://i212.photobucket.com/albums/cc189/ghostesper/DWIV_Front.jpg
http://i212.photobucket.com/albums/cc189/ghostesper/CONCEPTSDWIV.jpg wow so much talent! this is my first challenge so wish me luck! :p
so I wanted to create a cyborg, that was sexy at it's core, but brutish and strong, like a hot chick with gorilla parts XD. So Heres the concepts I'm come up with so far. I'm wondering how big I can take it without it getting too big. the reference style of machinary is organic but hard surfaces like Neon Genesis, with some Gundam influence. Anyways I'm gonna keep working on concepts till I get it down, what I want to model.
some of them, I'd have her sticking out, others I'd have her encased kind of like a cockpit. Lemme know what you guys think.
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namnocilis
03-23-2009, 05:27 AM
seems like a good idea.. All the best! :thumbsup: waiting for upates
Ghostesper
03-23-2009, 08:08 PM
so I'm debating between the 2nd one from the left or the 3rd one from the left. Or I might takes little parts of each and put them together. I'm just finishing up some rigged poses that I might have the female in that looks the most appealing. I'll be posting those within the next 2 hours hopefully. I still don't know if I should have her encased in like a cockpit or out in the open. Each one gives a seperate feel to it. But I'd really like to know what you guys think. On 2 I might remove the legs entirely and just have it be that she walks like gorillas on the arms and uses her torso area kind of like a counter balance, which would I assume for a more hunched posture on her part, and let the mechanics do the rest.http://msnbcmedia1.msn.com/j/msnbc/Components/Photos/060219/060219_CinGorilla_vmed.widec.jpg
Ghostesper
03-23-2009, 09:46 PM
so here are the possible poses that I have thought of, I busted out an old female rigg I have but this is not the model I'm using, I'm doing one from the ground up this is just to display possible poses. all except for 3 she'll be connected into the machinary. Otherwise for 3 she's connected in by the spine with electronic wires and such. Let me know which one you guys think is the best.
http://i212.photobucket.com/albums/cc189/ghostesper/boardsLayout_DM2.jpg
namnocilis
03-23-2009, 09:52 PM
personally i think sitting inside a cockpit is very common.. hanging around with all those wires seems more scarier to visualise..
Ghostesper
03-24-2009, 12:08 AM
I agree, I'm going to sketch up the shapes of the mechs with some primitives in maya to see how they would work and I'll post it up here. then when I narrow down that, I'll start on the real thing.
Ghostesper
03-24-2009, 03:50 AM
so heres the primitives of one of the concepts I did, I'm now doing the other one to get another idea. This isn't the model by far but it's the shape. I think the one thing I could do to improve the claws to make them bigger and more savage, also this showed me I need to make a clear connection on how she connects in to all this, so along with primitive modeling to get the shape down, I'm going to be doing some concept drawings of details and options within those details that I will be posting.
I also uploaded some thoughts on her head. if she should have some kind of visor or mask or if she should stay bald, or even yet, maybe give her a very punkrock look like a mowhawk. it's up in the air at this point since I'm still in the concepting phase and haven't broken into the modeling one yet. Well let me know what you guys think and looks like I'm back to the grind! XD
http://img4.imageshack.us/img4/606/boardslayoutprim1.jpghttp://img11.imageshack.us/img11/4172/headsboards.jpg
Ghostesper
03-24-2009, 03:52 AM
P.S.
I'm also doing a primitive pre vis of this current model too without the legs and kind of a balancing weight system instead.
Ghostesper
03-24-2009, 06:48 AM
http://img13.imageshack.us/img13/8845/boardslayoutdmcockpit.jpgscrewing around with primitive shapes for the idea of a kind of cockpit thing, but shes still out in the open.
StefanoDubay
03-24-2009, 06:35 PM
Cool! Go with the prosthetic arms dude, I would say she would need tho some sort of supports those are gonna tear her body up maybe a frame behind her back, you can throw some sort of fetishy thond/support seat unter her with diagonal wrappings those look always nice and sexy.
something else i thing would lpush this alot is a bit more gesture to her chest push her chest out and up arch her back drag her arms backwards a bit (there's always such a gr8 anatomy on compressed backs)
cheers
S
Ghostesper
03-24-2009, 07:45 PM
Cool! Go with the prosthetic arms dude, I would say she would need tho some sort of supports those are gonna tear her body up maybe a frame behind her back, you can throw some sort of fetishy thond/support seat unter her with diagonal wrappings those look always nice and sexy.
something else i thing would lpush this alot is a bit more gesture to her chest push her chest out and up arch her back drag her arms backwards a bit (there's always such a gr8 anatomy on compressed backs)
cheers
S
thanks a lot dude!, wow I looked at your reel and I'm really impressed by your stuff! I really hope to learn more through this challenge more than anything. I'm not trying to win but trying to make a portfolio piece and finish something cool. Your ideas are spot on. I'm going to gather some reference photography of that pose if I can and then work on how she sits in there. I like your thong support idea and the frame. I also gotta work out the mechanics like how her arms move.
In terms of story I was thinking that the machines looking to perfect themselves went through many tests and genetic experiments. Some of them were combining flesh and machinery. Some of it went horribly wrong... My character is a cyborg from one of those experiments to seek perfection. Her body is flawless and almost doll like, but her mechanics and prothestics are that of a predator, savage and deadly.
CGsavant
03-24-2009, 09:02 PM
Very cool, the whole concept is somewhat reminiscent of the Metal Gear 4 B&B units. I like the idea and look forward to see where you're going to push it.
Ghostesper
03-25-2009, 01:06 AM
CGSavant: haha I've been sketching how I'm going to go about modeling the connecting mechanics and I'm using Cyber wolf and Raging Raven from MGS4 B&B unit as reference. So dead on observation. I'm going to spend a few hours tonight modeling the arm, I'll post my progress later!
cptHook
03-28-2009, 09:38 AM
Very challenging idea. I like it!
FMMirel
03-28-2009, 09:41 AM
wow m8 very cool concept :buttrock:
Ghostesper
03-31-2009, 06:19 PM
alright guys, sorry I know I haven't updated in awhile. School finals are rolling around and I'm slowly starting to be more and more under the gun. But heres and update. I modeled the basemesh for her body to bring into Zbrush, working on the head now and then I'm going to lay out my UV's and get sculpting. The mechanics I'm doing purely in maya because how hard it is to sculpt fine lines in Zbrush that don't look organic. Unless someone can show me a tutorial or video on how to pull that off. anywheres here it is. Crit's are welcome :)
http://i212.photobucket.com/albums/cc189/ghostesper/DWIV_update.jpg
Ghostesper
04-02-2009, 11:29 PM
ok so I modeled her head and in these renders I realized I need to fix the jaw, and the lips. I'm still playing around with her proportions before I finialize it and move on to the mechanics... But times a ticking so I can't dilly dally too long. Anyways crits are welcome and hopefully I'll have the mechanics worked out by then. I wanted to give her some Riddick Goggles but I might go more high tech, like some concepts I'm seen from massive black.
http://i212.photobucket.com/albums/cc189/ghostesper/boardsLayout_DM_update2.jpghttp://i212.photobucket.com/albums/cc189/ghostesper/5_2.jpg
Ghostesper
04-07-2009, 08:49 AM
http://i212.photobucket.com/albums/cc189/ghostesper/boardsLayout_DM_update.jpgThought I'd post an update before bed. Well I'm roughing out the mechanics and shapes now. Please also ignore the seam down the middle in the update since I'm modeling in halfs and just mirrored for the render :)
I'm still playing around with the goggles but I like it and I think it gives her personality. I took out the ears if was making her too human. I felt she's been too boring up at this point so I'm really working towards developing her personality. I'm almost ready to lay out the UV's and bring the sucker into Zbrush for the sculpt.
Anyways any and all love I could get on this piece I'd appreciate. So feel free to comment and critique or offer up some ideas!
Cheers :beer:
FMMirel
04-07-2009, 04:27 PM
i see some nice progress here m8 :thumbsup:
Ghostesper
04-08-2009, 08:33 AM
thanks! Heres some more progress haha.
http://i212.photobucket.com/albums/cc189/ghostesper/boardsLayout_DM.jpggoing to get the inner tech parts on the foot done tomorrow and finish the arm. then off to Zbrush :p
Ghostesper
04-15-2009, 06:27 AM
so I layed out the UV's in Headus, once I was done modeling the basemesh which came in around 9.5k. Now it's time for the fun part! so I'm sculpting the high rez mesh right now. Just started working on the arms and body, going to work my way down. Anyways comments and crits are always welcome!
Cheers.
http://i212.photobucket.com/albums/cc189/ghostesper/DWIVside.jpghttp://i212.photobucket.com/albums/cc189/ghostesper/DWIVFront.jpghttp://i212.photobucket.com/albums/cc189/ghostesper/DWIVArmsthird.jpghttp://i212.photobucket.com/albums/cc189/ghostesper/DWIVbackthird.jpghttp://i212.photobucket.com/albums/cc189/ghostesper/DWIVArms.jpg
QuantumPixel
04-19-2009, 07:41 PM
Deal. I like your concept even if it is a bit generic Ah who are we kidding every thing has been done before its just our job to do it better now right. I like your designs and your sculpting looks like it is coming along. I would personally like to see more grit and details but maybe you have a plan of attack that will work out in a less is more product.
Ghostesper
04-22-2009, 09:41 PM
been busy with my VSFX final so I haven't had much time to sculpt this week, but I have to get it done, coming down to the wire. Anyways heres some updated sculpting. comments and cirts are always welcome.
http://i212.photobucket.com/albums/cc189/ghostesper/DWIV_body_front.jpghttp://i212.photobucket.com/albums/cc189/ghostesper/DWIV_Body_fronthird.jpghttp://i212.photobucket.com/albums/cc189/ghostesper/DWIV_body_side.jpghttp://i212.photobucket.com/albums/cc189/ghostesper/DWIV_body_backthird.jpghttp://i212.photobucket.com/albums/cc189/ghostesper/DWIV_body_back.jpg
Ghostesper
04-27-2009, 06:46 AM
So heres some progress I made today, got the legs goin now time to finish out the arms, they need a revamp! and get rollin. More updates soon!, comments and crits always welcome. :beer:
http://i212.photobucket.com/albums/cc189/ghostesper/DWIV_updatefront.jpghttp://i212.photobucket.com/albums/cc189/ghostesper/DWIV_updatefrontthird.jpghttp://i212.photobucket.com/albums/cc189/ghostesper/DWIV_updateside.jpghttp://i212.photobucket.com/albums/cc189/ghostesper/DWIV_updatebackthird.jpghttp://i212.photobucket.com/albums/cc189/ghostesper/DWIV_update_back.jpg
Ghostesper
04-27-2009, 08:24 PM
not getting much love on this model, Nobody really even comments, so I pose this question, Whats wrong with my model? Is it bad? or is it just really average?
kmanning
04-29-2009, 12:47 AM
no one ever comments man, its not a reflection on your work. It looks pretty good but I would have probably modeled out the glasses and hard surface stuff instead of doing it in zbrush. Right now it all looks a little soft. Keep on pushing it. im looking forward to seeing the final
Ghostesper
04-29-2009, 01:24 AM
kmanning: thanks dude, I'm working on it tonight so I'll update tonight on pushing that hard surface modeling! I need to start the textures soon though
hugemalaka
04-30-2009, 05:14 AM
Hey Dude! Cool concept, and Yeah, noone really comments, so I try to do my part and help / give my heads up as much as i can!
I like your organic modeling; it think its pretty decent, but my critic is on what is supposed to be a metal surface: Too round. Doesnt look like its a hard surface, looks like her legs are made of clay. You should try using a good mix of the Pinch and and flatten tools around your edges a little more to give it a nice clean cut shape. your feet I think are what would really need to be reworked. ANyways you're getting somewhere man! Good luck
FMMirel
04-30-2009, 10:32 AM
hey m8...this is looking super sweet my friend....sick design. Great skills man.....go go go. I hope you have time to finish it.....i can't say that i'll finish mine in time unfortunatelly.
VictorRojo
04-30-2009, 04:06 PM
Great work and nice concept ^^ thank you and good luck! one question, how do you make the low poly?
Ghostesper
05-01-2009, 08:07 PM
hugemakala: thanks man, I really hope I can get it done, I'm working on it now that my finals are over. So I'll try tonight that flatten/pinch technique
FMMirel: thanks duder! I'm going to try my best to finish it, I need to unfortunately do a rush job on the sculpt and get on to the texture, and finish it within the next few days in time to pose and put it on a decent pedistal.
VictorRojo: I made the low poly all in Maya, until I reached blocked out the forms I wanted, then I layed out the UV's in Headus, then I brought it into Zbrush. The low poly clocks in at around 9500polys. :)
Ghostesper
05-05-2009, 09:26 AM
this competition has been a real journey for me, and I've learned so much. So I went to generate the normal maps for my character at my campus that has Zbrush on windows because I use Zbrush on OSX and as you know it has artifacting issues. I was usually able to load my Ztool up untill a certain division. so I tried to load my finished model and it was a no go. I tryed down rezzing the geometry and still wasn't having it. so then I tried the alternative of projecting the high rez geometry onto the low rez model in Zbrush only to get tons of artifacting and problems that even if it looked OK produced some ugly maps. So I'm not sure what I'm going to do to get these maps out :( I don't want to have to drop out because I feel like I've pushed myself so far but honestly I'm not sure how I'm going to do this in time... Any alternatives or solutions would be appreciated, I'm trying to reach out. but anyhow heres some images from where the sculpt is at..
http://i212.photobucket.com/albums/cc189/ghostesper/DWIV_Front.jpghttp://i212.photobucket.com/albums/cc189/ghostesper/DWIV_update8_thirdsback.jpghttp://i212.photobucket.com/albums/cc189/ghostesper/DWIV_update8_back.jpg
QuantumPixel
05-07-2009, 07:55 PM
That build, sculpt is looking pretty good.. missing the hands of course. it would be good to see them to. of course you will be putting it in a better pose for your final . looks like it has some good potential. Dont quit.!
NovaKnight
05-13-2009, 06:49 PM
Hey, great work. I've been following your progress just haven't posted. Your an awesome sculptor. If you trying to bake down normals, which from your above post seems like your having trouble doing, try X-normal. Its a free program which allows you to bake down details from your high poly mesh to your low poly. You can bake normals, occlusions, and a list of other things that you will probably never use. Give it a try and don't give up! Later!
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