View Full Version : Horned demon WIP
Hi all
First time on this forum,and I must say that the work here is amazing both 2d and 3d.
I got a mail suggesting I should post the character I am working on at the moment,so why the hell not.
I have been modelling this for about a month now,the reason it is taking so long is because I get very little time to work on it so I do an hour one day and so on.
My job has nothing to do with CG or design, so this has been my hobbie for about 3-4 years now, and recently done an 8 week course in 3ds max and had to take holiday's so I could do the course.
Anyway here is the image and all C+C is welcome and please be gentle as I am a virgin in this field.
Any suggetions about making better wings would be welcome,especially the membrane of the wing.
All done using Truespace 6.5.
Thanks.
http://forum.caligari.com/discus/messages/1583/13173.jpg
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Ikari
08-08-2003, 09:52 PM
before i can say something about it, i have to know your intention! should it be a serious and scaring one or more like cartoonic? right now i would say he has a similar expression on his face like Hades from the hercules disney film, kinda "I'm far better than you" *gg*. so i would say i really like his facial expression.
Hi
Thanks for the comments,at the moment I am not concentrating on the facial expresions, I am going to try for someting dramatic where the demon is seeking redemtion for all his sins perhaps give him a somewhat humble expresion,Im not going for the catoon look as I would like to use texture maps for this character but Truespace needs alot of work in that area, but it still has some basic uv tools that I can use.
At the moment the character is in a generic pose and I will then bone him and put him in a better pose and so on.
Thanks.
M.J
Hi
This is just a try at the texture,the horns are really hard to do due to the cuve,does anyone know how to map a shape like this?
And any ideas on how to create scale's for skin would be greatly appreciated.
Thanks.http://forum.caligari.com/discus/messages/1583/13234.jpg
Hi
This is another map I am working on and I may or may not use this one as I am playing around with a few techniques in psp8.
http://forum.caligari.com/discus/messages/1583/13247.jpg
Here is another idea I am toying with.
http://forum.caligari.com/discus/messages/1583/13316.jpg
jud.
dafine20
08-25-2003, 02:06 AM
I like the last texture but it looks too "stock" . The face gets lost in all that texture. Maybe use less breaks or dim that yellow down in some areas.
The texture of the horns looks good but clashes with the face... Whatever you decide to do on the face, make sure to blend that into the horns. Maybe but some red veiny stuff at the base.
Just one comment on the model: His stomach looks like a rag being rung out. Maybe lessen the depth of the ripples along the sides.
Keep the pics commin :)
Thanks for the comments.
I know what you mean about the texture being "too much" and I have recently done more work by erasing some of the cracks around the cheeks and the eyes and so on and given more dirt to the texture,the horns are a problem to map but I might use a numbered map and see how it is being wrapped around the horn so I can place more dirt and cracks at the base of the horn,if you know of a way to map the horn,let me know,I could use a good tip.
There are a few things I want to redo with the model,so I will do that before I texture.
Again thanks for the crit.
I will post an update later when I get home.
jud
Only managed to get a bit of work done on this,the texture for the eyes and horns are only temporary.
C&C welcome.
jud
http://forum.caligari.com/discus/messages/1583/13483.jpg
i made wings for a devil ones they are a pain in the ass :hmm:
i ll post the wireframe i hope it helps (i started with a box then added more detail + created polys where needed)
http://users.pandora.be/hesse/wireframe.jpg
I know what you mean about the wings,they are hard to model due to the shape of them,but the one's I have are just an idea I might use but I might also not give him wings and maybe give him a long thick wip tail,maybe?
Thanks for the post.
jud
Evenflow
09-02-2003, 09:00 PM
The latest version of the face texture is much better. It is definitely coming along.
drdoppler
09-02-2003, 10:13 PM
jud,
Your latest texture is MUCH better! I like it a lot!
I am curious ( being a fellow tS user :beer: ) whether or not you plan on rigging him with tS' bones or with a third party plug-in like motionstudio?
- drdoppler
Originally posted by drdoppler
jud,
Your latest texture is MUCH better! I like it a lot!
I am curious ( being a fellow tS user :beer: ) whether or not you plan on rigging him with tS' bones or with a third party plug-in like motionstudio?
- drdoppler
Thanks man.
I am planning to use ts bones as I was experimenting with a hand I modelled and just delved really deep into the tools and managed to bone the hand with few problems.I was able then to put the hand into certain pose's and it seemed to work quite well but there are improvements needed,I am still figuring out how to pose a model without using kinematics,so I can manipulate each joint seperate.
I would not use motion studio just to pose the character as the bones in ts will manage this quite well and will suffice for any pose you wish.
cheers
jud:beer:
Originally posted by evenflow
The latest version of the face texture is much better. It is definitely coming along.
Thanks
jud
Well! I got the horns textured and it has given me such a pain in the a** so much so that I do not want to talk about it anymore.
And I have had to change the bump map for the face(temp) and I do not want to talk about that either.
here's the pic!
C+C to your hearts content for i am now going to bed!! ------before i wake up!!!!
He looks the way I feel.
http://forum.caligari.com/discus/messages/1583/13521.jpg
drdoppler
09-08-2003, 12:35 AM
Looking good!
You've done a really great job with the horns!
Are you using tS' native shading options or are you using a third party shader like shader magic? I have been trying to use the latter and am currently looking into making my own shaders.
Keep up the good work!
- drdoppler
Thanks.
I have not used a shader on the horns,the horns have texture maps applied to them that I made myself and the texture doubles up as the bump map as well,and just a bit of shine and some specular in the reflectance to show off the bump.
I dont think I could get a shader that would work for the horns but ya never know.
jud
FatherTed
09-08-2003, 02:33 AM
Hey
I think this is going well but i have a few crits:
If your going to leave the face mesh 'as is' your texture will need a lot more. it really seems to bring the image down, especially round the mouth, nose and chin. I see what your trying to do here but the texture is just way to blured. Detail is whats needed i think. Instead of fading to no detail make the detail smaller, as in smaller 'scales' round the mouth noes and eyes. Some variation in tone would be nice as well, possible round the cheeks where youve removed the relief you could change the tone of the texture and keep the bump?
The mesh: I think the pronounced cheek bones are a good idea for this style of character but i think they reach to far round to the front of the face. Makes the jaw line look a bit sissy.
Anyways I hope this is useful
FT
Thanks for the crit,I am thinking of modelling the wrinkles around the eyes instead of using a bump map or maybe use both?
and erasing the cracks around the eye's,the bridge of the nose,the mouth area and maybe around the cheeks and the chin,and try to work more on the shading around those area's.
And maybe give him a set of fangs and I might work on that sissy jaw line also.
Again thanks for the crit and keep it coming!
jud
Kralle
09-10-2003, 12:38 AM
wow man, on the first picture i thought it looked a little odd how those rolls where by the stomach, but once i saw the face textured! holycrap, this is awesome, i like the last texture the best, keep it up, looks kick ass!
I have been away for a while on holidays,and doing various other duties which has kept me away from this but I thought I would post a quick update,and see what you guys and gals think.
C+C welcome.
jud.
http://forum.caligari.com/discus/messages/1583/14149.jpg
SpiritWalker
11-15-2003, 01:08 PM
how does it work? the UV mapping? can some1 plz explain to me how does it work and how i do it? i work in maya and i m 14 and half years old
10q
dafine20
11-15-2003, 06:37 PM
The texture is much much better! Congrats. I think in order to fine tune it you need better lighting. Even if it's just a key, fill, and rim light.
Try messing with your bump map where the yellow cracks are. I'd like to see it almost like a dried up river bottom.
Keep up the good work.
dafine20
11-15-2003, 06:40 PM
ooh and try going into your camera setting and changing the Background to something a liiitttttle brighter. dark grey. Even white is good at times. Again, to help spot areas u might want to tweak.
unwrap
11-15-2003, 07:06 PM
Wow.
I see a trueSpace work for the first time here. And This is very great.
Drakaran
11-15-2003, 09:52 PM
the best way of handling UVs for horns is to create the horns straight, create the UV, then bend the horns. the UV will bend with the horn, but will be really easy to handle like in photoshop cause you should get even, long rectangles. it took me a couple of tries to see how to do it easier.
Thanks all for the comments and advice,that is what has made this look better,it has been all the advice and suggestions that the good folks here and at caligari's forum have given me,so again thanks.
Of course your right about the bump,I only noticed after I posted that the bump around the outer face is weak to non-existent at best,so that will be getting fixed straight away.
The background should be a different colour,for "showing off" purposes,but it's black becasue that is the mood I was in"coughh!" I will change it to something else for better visualisation though.thanks.ohh! and the lights too.
The horns,the horns,the flippin horns,I had fun texturing them let me tell you,as I made the horns from a face on it's head and extruded it to the shape I wanted,that way of making them straight and texturing them then bending and twisting sounds like a really cool tip and I will be trying that out,thanks.
jud
Originally posted by Drakaran
the best way of handling UVs for horns is to create the horns straight, create the UV, then bend the horns. the UV will bend with the horn, but will be really easy to handle like in photoshop cause you should get even, long rectangles. it took me a couple of tries to see how to do it easier.
I have tried this method but when I get the final shape the texture becomes stretched,do you have any tips on how to minimize the stretching?
cheers
jud
Drakaran
11-16-2003, 07:48 PM
I'd increase the amount of segments you have in the horns, a couple of your horns have some pretty serious bending and that's what's sctretching it, also, having a large texture (I usually use about 2000x2000 pixs) will also help reduce stretching. I'm not sure how cali handles UVs since I haven't used it in ages, but you SHOULD be able to subdivide the horn even as it is and it will subD the UV at the same time, so you don't have to redo the texture, just cut up the surface a bit more with an even subD. You want the colorations to be longer and a little stretched on the outside edge of the curve, actually. If you look closely at the colorations of growth patterns on curved horns, this is exactly what happens to em.
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