View Full Version : B-Movie Entry: Craig Moroney
02-23-2010, 01:12 PM
Craig Moroney is entered in the "B-Movie" update: View Challenge Page (http://features.cgsociety.org/challenge/b-movie/view_entries.php?challenger=19812)
Latest Update: Work In Progress: UFO-WIP
02-23-2010, 01:35 PM
Recently I noticed a co-worker working on a personal project (Ian White) "http://forums.cgsociety.org/showthread.php?f=305&t=845253"
Knowing he is a very skilled animator I was very keen on teaming up with him...We had a sit down and made some small changes to his story
(for some reason I could not add any images to his original thread via the uploader ) ...
Anyhow working via Ians concepts and few B_movie styled aliens I came up with a few rough base sculpts ..... please note I am not character artist , I am actually a lighting and effects artist by trade . So these won't be of the high standard of the characters you normally see on here ,
Character developement:- I started to make the base mesh in and max , I then imported it to Zbrush when i could quickly manipulate the verts to give that typical alien shape
02-23-2010, 01:38 PM
after some character tweaks to the storyboard , we decided that the alien should be based further more to a midget style body type
02-23-2010, 01:44 PM
I have been trying to get that saucer man feel head , where the brain and the skin are merged as one , its not looking great at the moment as I think it needs way more detail to give that brain feel
any suggestions ?
02-23-2010, 04:06 PM
Been working on the farmer model recently within Zbrush , I built a rough base mesh within Max , imported that into Zbrush and extracted parts of the base mesh for the his longjohn's (trousers) , roughed up shirt ... etc .. the wellies and cap were built in 3ds max as low polygon objects as well.
I plan to use the Hair / fur shader within max for the beard/ back of the head as well as the hair on his bum.
I think the anatomy of the character might be off as I feel his head is a bit too small for his body at this time.
The clothing we plan to use a Soft body simulation with a low poly collision mesh underneath to give the clothing a bit of movement during the shots this character is in.
Hopefully i can get the Alien/ alien variants done as well as the farmer to a high standard fairly soon as the time is ticking
02-23-2010, 05:51 PM
mocked up the 1st shot going by the animatic / storyboard.
For the set I plan to use the good ole scatter function in max, scattering flowers , fields, tree's ..etc all with foliage , then using pflow to have slow falling leaves for the opening shot , Ian and I still need to get the correct camera lens and angle sorted but at least the ball is rolling on the set creation part.
Hardest part will be creating a corn field , upon which the character can plough through , displacing the corn. maybe some type of animated displacement attached to the rig of the character? whilst using Pflow to simulate the corn field "projecting mesh instead of particles" then using hte force of the displacement from the animation to push the corn ?
Eep my head hurts
02-23-2010, 08:38 PM
Well I couldnt wait and I wanted to test the cornfield / particle system , I created a fairly low poly corn plant , using flat planes to make the large leaves and simple sphere FFD to get it to look like a corn thingy mabob ...you know the ones which hold the kernals,, then a simple box creating with several extrudes to get the stalk ,
anyhow I then created a particle system to spread the corn mesh across strips of low poly lines to give the impression the corn had been sown. it worked fairly well , unforunately the displacement actually moved the entire object not small parts of the mesh as i had hoped .... hopefully i have missed something out .....I Think i can make them sway by simple tweaking the particle by very small amounts to give the impression of wind, failing that I am sure i can use a force to give gusts of wind
I think what i will do next is rig a few of them, the ones which are close to the character so we can hand animate those for our specific shots ... should be easier then
02-28-2010, 09:40 AM
I have increased the detail of the alien buy sculpting in some more organic looking detail. I have removed the placeholder geometry for his armour.
I have only just started on a temperature pass for the alien however still in 2 minds for the colouring of it.
03-05-2010, 09:36 PM
Well the team I was in have disbanded due to real life commitments , I am doubtful that I will make the deadline my self but I will still give it a go , The alien has been built , its nice and simple and around 6000 poly's , its now rigged
Due to the team disbanding I have decided to change the story, its a slightly different approach to the B-movie , with a mix of 14th century and the typical alien ... will upload the storyboards once I tidy them up a bit , anyhow here is the alien
03-05-2010, 09:38 PM
here is the roughed out warrior untextured, his weapon will of course be a wood chopping axe
03-07-2010, 06:54 PM
finally got the model built for the warriors dog , I have done a really quick pass on it for fur (3 pass's), will no doubt end up tweaking the fur colour to be more animal like as its a bit messy and all over the place at the moment.
just need to rig them both and get the textures sorted for the warrior .
Next on my schedule I gots the UFO to build and texturing . hopefully that wont take too long as time is ticking : /
03-08-2010, 06:40 AM
well I managed to get the saucer built , untextured at the moment . . .
03-09-2010, 01:00 PM
Pretty cool flying saucer.
I like the design. ;-)
03-10-2010, 11:47 AM
Very cool warrior model, I like it. Alien ship is also very nice. Cant wait to see this in motion.
03-10-2010, 11:47 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2015, Jelsoft Enterprises Ltd.