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lPlHilL
06-23-2009, 11:30 PM
This is a piece for my video game art portfolio. I was inspired by the great Basil Gogos illustration (http://www.monsters411.com/basil_gogos_art.jpg). I'm referencing that illustration, screencaps from the movie (This Island Earth), a sculpted bust and a figure from Sideshow Collectibles. Each have their differences so I'm taking what I like most from each.

Should have the lower body finished by the end of the day. Then on to building the lower poly mesh.

The final will make use of diffuse, normal and specular maps.

Critiques welcome!

http://www.philipbranesky.com/images/Mutant1.jpg

http://www.philipbranesky.com/images/MutantTurn.jpg

http://www.philipbranesky.com/images/MutantRefs.jpg

lPlHilL
06-25-2009, 12:16 AM
Heres an update. Currently working on the low poly mesh.

http://www.philipbranesky.com/images/MutantTurn2.jpg

lPlHilL
06-26-2009, 08:14 AM
Heres a normal map test with the low poly head mesh. Screencap of Maya work window.

http://www.philipbranesky.com/images/NormTurnaround.jpg

Guy In Rubber Suit
06-26-2009, 10:24 PM
That's a pretty good job there. Terrible movie, but it's made more worthwhile by watching Mystery Science Theater 3000 the movie.

lPlHilL
06-30-2009, 08:41 AM
Thanks Guy In Rubber Suit, your name is very fitting to this project!

Heres a screencap of my normal map generation progress with a screencap from ZBrush for comparison.

http://i445.photobucket.com/albums/qq177/Newbliq/MutantNormalPost.jpg

antodonnell
06-30-2009, 09:27 PM
Hi lPlHilL, there s some really nice sculpting in that piece especially around the mutants head. I would try and reduce the poly count of the low res mesh. If the extra edges/polys are not adding to the overall shape or are needed for animation/unwrapping I'd lose them. One example, there are a couple of edge loops around the upper arm I'd remove.

Have you thought about how you will texture this yet ? In zbrush ?

lPlHilL
07-02-2009, 07:06 AM
Update!

I minimized the geo down to what I think is enough to retain an adequate silhouette. Removed a ring on the upper arm (thanks antodonnell!) and the 4 extra rings I had around its torso. Right now its 5470 Tris. I'm going to look into painting in ZBrush. If not I'll paint the textures in Photoshop using the normal map as a template.

http://i445.photobucket.com/albums/qq177/Newbliq/MutantTurn3.jpg

http://i445.photobucket.com/albums/qq177/Newbliq/MutantTurn3Wire.jpg

Jerkazoid
07-02-2009, 11:38 PM
well i never metaluna i didnt like.. what do you think Ruth?
hey my grandmas legs

will he have self cleaning ability too? :)

nice job, awesome remake

lPlHilL
07-20-2009, 07:42 AM
Been chipping away on the head textures. Uses diffuse, spec and normal maps at 1024.

Created a video turnaround (http://vimeo.com/5675081)

http://i445.photobucket.com/albums/qq177/Newbliq/MutantHeadTexTurn.jpg

lPlHilL
07-29-2009, 07:55 PM
Almost have the body textures complete. A few more details to be added. Any critiques welcome!

http://www.philipbranesky.com/images/MutantTextures.jpg

lPlHilL
08-01-2009, 11:18 PM
Finished for now. I might make some tweaks later once I model some other sci-fi characters and have them interacting.

Full model 5470 tris (see wireframe above). Uses a diffuse, spec and normal map, all at 1024.

http://philipbranesky.com/images/MetalunaMutantTurn.jpg...
http://philipbranesky.com/images/MetalunaMutant1.jpg...
http://philipbranesky.com/images/MetalunaMutant2.jpg...
http://philipbranesky.com/images/MutantDiffSpecNorm.jpg...
http://philipbranesky.com/images/MetalunaMutantPose.jpghttp://philipbranesky.com/images/MutantGogos.jpg