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View Full Version : Enchanted forest, chracter, alaklij


alaklij
05-20-2002, 04:46 PM
Alright! I joined this user group several months ago when I saw how awesome this challenge group can be, and now I'm going to plunge forth into this eerie forest. I'm going to work on this everyday, since I kind of have the time to. I graduate with MFA in Sculpture this June 10th, and I have an interview to prepare for this week, but during and after that... creation!

I've been waiting for a good excuse to model this guy! I originally designed this character to be made of the essence of the forest. He is a troll of sorts. And he has not a very nice personality. Composed of the tree's limbs and roots, dead leaves, moss, etc. I will be making a drawing of the forest around this character, so I can better envision it.

This will be a strict amount of insane modeling only. I want to spend much time modeling this complex form and geometry.
I will be working in Lightwave 3D 6.5b (unless I get my job, which I will then purchase 7.5 immediately).

I might make a few of this guy with variation. (Sort of hanging out in the forest).

alaklij
05-20-2002, 04:48 PM
close up...

Thoth
05-20-2002, 04:52 PM
Hey, looking -------- great! and sounds good too. Got the feeling that this one is going to be really marvelous ;) Good luck....

Ok, i'm going to take a brake now so this is the last one that i got the first reply on :)

levin
05-20-2002, 06:49 PM
i smell texture eyecandy!

Chico
05-20-2002, 09:40 PM
Thats Beautiful.!
Do you plan to model the detail or texture it..?
Or Both..?

I would be impressed to see you model the detail in.
Good Luck:thumbsup:

alaklij
05-20-2002, 10:11 PM
Chico,
Yes I mention that in my first post. I plan on modeling everything. A very high poly mesh. For the itsy bitsy details I will eventually texture it, but not for this challenge.

I have big plans! whahaha!

Chico
05-20-2002, 10:14 PM
This will be a strict amount of insane modeling only. I want to spend much time modeling this complex form and geometry.

Sorry Man, I dont know why I missed that, I definatly read through the rest of it..???:shame:

I want to see this seamless:p Just to make life evern hardder:surprised

Just kiddin.

alaklij
05-20-2002, 10:46 PM
That's why they call this a "Challenge".:D

alaklij
06-07-2002, 06:00 AM
:bounce:
Hello, just so everyone knows, I'm still doing this. I have been sidetracked by many important things. But I'm still going to do what I said I was going to do.

here's the beginning.

leigh
06-07-2002, 12:19 PM
Hey that's a really wicked concept sketch :thumbsup:
There isn't really much to crit on the model so far though... all I can say is good luck!! And hoping to see an update soon :)

alaklij
06-08-2002, 01:56 PM
update

Sangotten
06-08-2002, 01:59 PM
Wow!!!

That looks really promising!!!
If the 3D model is gonna be as good as the concept than this one would be great!!!

Succes!!:wip:

alaklij
06-10-2002, 01:48 AM
a little further. I concentrated on the mouth today.

alaklij
06-10-2002, 05:51 AM
Some more,
Boy, Am I going to be tired at work in four hours. But... it's fun!:buttrock:

alaklij
06-10-2002, 05:52 AM
another angle

alaklij
06-11-2002, 02:38 AM
A bit of a dramatic angle, and I did a little work on his left eyeball (upper right section). Not Much. I started a summer job today, so I had less time.

Good night, all.

ZrO-1
06-11-2002, 03:11 AM
This is really coming along well. It's starting to look a lot like your initial sketches. I love it so far. I guess my only crit right now would be to maybe set up a more standard 3-point light setup for your renders to really show off all your great modeling goodness.

alaklij
06-11-2002, 03:36 AM
Zr0-1
I'm really sorry, and admit, i don't have degree in 3D animation. So, maybe you could tell me what this standard "3-point lighting" entails.

I'm using a standard dramatic phototgraphy lighting used for portraits. Achieving the darkest darks and lightest lights. Which I'm sure you are familiar.

thanks.

alaklij
06-11-2002, 11:19 PM
So I did some research, and talk to my photographer. Standard 3 point lighting... got it! (Sorry for the assumption of needing an animation degree. I now know it is a photography degree). :)

[FYI: I have a degree in sculpture]

I've posted a similar image with better lighting for seeing the form.:D

alaklij
06-13-2002, 02:02 AM
I was able to work on this for about 3 hours today. I increased the variation in the form around the mouth area. I have a close-up as well.

alaklij
06-13-2002, 02:03 AM
overall...

ZrO-1
06-13-2002, 04:42 AM
WOW! :eek: it really jumps now! I like it :D this baby is really coming along

alaklij
06-13-2002, 09:41 PM
Thanks Zr0-1, I really appreciate your patronage. :beer:

alaklij
06-16-2002, 10:23 PM
I was able to work for about 7 hours today.

Some significant changes.

alaklij
06-16-2002, 10:24 PM
another...

ZrO-1
06-17-2002, 01:15 AM
WOW, great update. You have been busy. It's really coming along well. So is the level of detail in the modeling driving you nuts yet? :D :p lol

alaklij
06-17-2002, 02:37 AM
Actually it's quite fun. Taxing, but fun. The decision processes make me tired after about 8-9 hours straight, and I like to get out of my chair too. I try to bike for a couple of hours each day, so I don't get stuck to my chair permanently. :)
I have the next two weeks to dedicate to this, so I will be having an increase in detail. (modeled).

My real challenge is to animate this puppy. I want his surfaces to move and have life as much as his legs and arms. Quite complicated, could take me awhile.

alaklij
06-17-2002, 05:43 PM
About four more hours.

leigh
06-18-2002, 04:25 PM
:eek: wow there are a lot of twisted polys there!!
It's looking awesome so far, definitely :thumbsup:
And he's looking just like your original concept sketch, which is always a bonus ;)
I don't really have much to comment on, other than to just urge you to KEEP GOING!!!
:bounce:

alaklij
06-19-2002, 08:49 PM
Hey Leigh, thanks. The polys are bent slightly yes, but it isn't too bad. About 5,000 polys so far unsubpatched.

alaklij
06-19-2002, 08:50 PM
subpatched, level 3. approximately 90,000. (so far)

blankslatejoe
06-19-2002, 09:03 PM
coming along very neatly. It looks very flowingish, kinda like that giant naightwalker thing from princess mononoke. It's be slick if you couild animate him like that, all flowing and such.

alaklij
06-20-2002, 03:53 AM
Hey Joseph,
I just watched Princess Mononoke for the second time. And I don't see a tight connection between my character and the form or visual effects of the Night Walker. Nice thought though.

Moving right along, I have the arms started, and will have trees behind him soon.

This is an orthogonal image. Examining my accuracy to the drawing.

blankslatejoe
06-20-2002, 01:15 PM
by looking like the nightwalker I meant all those organic limbs, particularly around the top of his head. They remind me the nightwalker's flowing watery limbs, like when he's transforming/dying/whatever you want to call it. I think your model looks excellent, by the way.

alaklij
06-20-2002, 04:03 PM
Here's what I'm going to do with the legs.
I may not do the legs until I have some foliage and trees around him. (We'll see how the trees fall in place).

alaklij
06-20-2002, 08:02 PM
About 5 more hours.

alaklij
06-20-2002, 08:02 PM
perspective.

Sangotten
06-20-2002, 08:10 PM
Djeeeeesssssusssss!!!

That's a very disturbing/complicated/twisted/beautifull model so far!!! I'm dying to see how this one will turn out...!!!!

Keep it coming!!:thumbsup:

alaklij
06-21-2002, 10:31 PM
Now the upper body is finished. I'm going to work on the trees and foliage around him. And hopefully do the legs, but it isn't top priority right now.

alaklij
06-21-2002, 10:32 PM
perspective.

alaklij
06-22-2002, 04:45 AM
So I'm sketching out tree positions, and figuring out scale. Your opinions are welcome. If there is something you would like, and I agree with you; I'll do it. :)

boonet
06-22-2002, 10:51 AM
The second one is the best.
I think a shot like the first would need sort of a fisheye lens effect, and it would need a bit of composition balancing.
The third would take attention away from your character, and it would need a lot of details in the environment, and this risks to be a bit distracting.

Great work so far.

Carl
06-22-2002, 06:16 PM
I think the second comp shows it off the most. The character might pop more if you added a bit of depth of field to the tree. Is your computer choking to death on that model? I think mine would explode. :thumbsup:

alaklij
06-22-2002, 11:32 PM
I thought I would share this image. I'm was just playing more with composition, and I thought it was nice how the shadow lays on the surface of the tree. Someday I'll come back and finish this image with textures. For now I'm going to press on and make the legs and feet for my character. It just feels like he is missing something right now!:hmm:

I'll be back...

alaklij
06-22-2002, 11:40 PM
Carl,
I agree with a little bit of DoF (and large calm forms), to help contrast the complexity of the model. As far as choking is concerned, no... I have a nice setup. OpenGL is smooth and intuative, and the renders take anywhere from 15-45 seconds, depending on how close I get. And I think I have 1 of 5 lights that's raytracing. Total poly count with the tree is approximately 233,000 (in Layout). I use Lightwave.

I also agree with composition #2, but it still doesn't satisfy. I will be making more trees and foliage of sorts, and I will finish modeling his body. (So I can rig him this July).

alaklij
06-24-2002, 04:12 AM
So I went for a bike ride today (mountain bike) and I rode to a local state park with a lake. I stumbled across a tree long the shoreline of the lake that was worn from people walking over the roots and climbing to the shoreline to cast their boats. Consequently the roots were exposed and the weeds and grasses around struggled to grow.

THAT is what I'm going to make. and started to as well.

Enjoy.

If you need more of an explanation just ask.

alaklij
06-24-2002, 10:02 PM
more swamp constructed.
Just a reminder: I have chosen to do modeling only. I will texture after the competition, until then I will continue to create the complex geometry.

alaklij
06-24-2002, 10:03 PM
closer

Faeroon
06-24-2002, 10:36 PM
Damn cool character - he looks really
wicked and some kinda pissed off!

The twisted modelling style is really...
disturbing... gives me the creeps *shivers* :surprised

More of it plz :beer:

alaklij
06-25-2002, 12:04 AM
Actually, I derive the twisted effect of the branches from the Chinese histrorical aesthetic of the "Chou hook" (I could have spelled that wrong. The symbolism of Pine Tree is of longevity and tenacity. The twisted, yet unbroken branches shows the tree withstanding the test of time. This painting style is also derived from the chinese written language, with its use of calligraphy.

Note the twisted branches in the paintings.

Nuff talk, more pictures!

alaklij
06-25-2002, 12:04 AM
a better example.

Faeroon
06-25-2002, 01:21 AM
Hehe... I even get to learn something about
actual art here, great :thumbsup:

But You're right - enough talk, let in the updates :)

alaklij
06-25-2002, 02:29 AM
Some minor changes: a better camera angle. Can see the details of the scene better. Ultimately, after this challenge, I will be animating and carrying this to a finished product. A fully immersable environment. I tend to build my sets in full 3D, then I crop it with the camera. This way I can get shots I never thought of.

Forgot to mention, each tree is modeled individually. And for this scene there's about 15 trees. Same will be true with the grasses, bushes, etc.

alaklij
06-25-2002, 06:27 PM
Added some grasses and weeds.

alaklij
06-26-2002, 12:29 AM
Look, he has legs! The beginning of them anyway.:)

ZrO-1
06-26-2002, 02:28 AM
Alright legs whoo hoo :D hehehe

Seriously, that's a good start on the legs. Your character model really is awesome.
I like the layout of your environment but I think that since your challenge's focus is the character you should make him the focus of the scene. Right now he's lost among everything else. As far as the grass, at first I would say it needs to be much thicker, but as I think about it you could pro'lly get away with just making it really more 'clumpy'. Have the grass growing in clumps instead of individual leaves.

Just my 2 cents, sorry if that seemed overly critical.

alaklij
06-26-2002, 03:36 AM
Originally posted by ZrO-1
Just my 2 cents, sorry if that seemed overly critical.

Not at all, good advice. I can get lost on all the infinite options of this medium, and sometimes forget to narrow my focus.

thanks

:beer:

MikaelPersson
06-26-2002, 07:59 AM
Will be interesting seeing you rigging that character. I dont envy you ;). Otherwise I really like the model. Fun to see some heavy detail. Have you thought of how to texture him? It would be a pity to see all the detail get lost in a dark bark texture. You could try to make him out of birch wood (maybe). Just so you will be able to show off all the detail.

alaklij
06-26-2002, 03:33 PM
Hey Mikael P.,
I certainly don't want to hide the effort put into the form with dark obstrusive colors. Yet, he will have moss and dirt since he is composed of the fallen matter of the forest. It will continue to be a challenge, and continue looking for him in the future. I'll be posting him in the finished gallery. Before I texture I want to rig him and start him moving, THAT is what excites me about him right now. Eventually, I'll grow tired of looking at a grey character and texture him.
For now I'm going to finish modeling for the challenge. His complicated geometry not only takes some time, but I'm also making it accurate for animation. So I don't have polys flipping or kinking too badly when I animate. I'm sure you all know this info. I'll stop...writing.

MikaelPersson
06-26-2002, 03:41 PM
It sure will be interesting to see him textured. If you can keep the quality when texturing him. He will look good. I do hope you will find some nice mix between dark and light as not to hide to much of him.

alaklij
06-26-2002, 10:52 PM
I'm almost done with the character. I should have it finished in my next post. For the final image I will have a closeup of the character next to one of the twisted trees.

alaklij
06-28-2002, 04:15 AM
My final renders :bounce: of the modeled character. He is of the essance of the forest. Please reread my first post to gain any other information if you don't know already.
I have a few renders. I mimiced the original lighting from the drawing, with the exception of a couple to gain a better sense of the form.

alaklij
06-28-2002, 04:17 AM
Rear perspective.

alaklij
06-28-2002, 04:17 AM
side perspective.

alaklij
06-28-2002, 04:18 AM
close-up.

ZrO-1
06-28-2002, 05:04 AM
Your character looks absolutly awesome. I really like those last renders. That was a complicated model and you did a great job on it. It has stayed perfectly true to the original sketch.

Fantastic job I really like your piece.

MikaelPersson
06-28-2002, 11:47 AM
Haha, I like it. Fun to see some really detailed stuff. I dont envy you rigging him for animation. Making that stuff deform nicely, wow. I have a hard time rigging stuff that is clean.
Great model! :thumbsup:

alaklij
06-28-2002, 01:40 PM
ZrO-1, Mikeal P.,

thanks guys, I appreciate your thoughts.

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