XM Magdalena 3D print, GGeorgy (3D)
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View Full Version : Game Art Comp 6: Daniel Day Lewis/ Gang of New York

03-15-2004, 07:56 PM
Since this is such a nice subject for a comp I decided to reserve my spot for the challenge. I will model Bill the Butcher from Gangs of New York. Since he is so hard ofcourse.

Here's a little picture of the guy


Hopefully an update will come soon. Im starting the hunt for reference pics and Im gladly excepting hints on where to find good pics of the guy.

03-15-2004, 11:19 PM
Great choice. Gangs of New York has a lot of characters you could make a game model out of.

03-16-2004, 04:28 AM
i really didn't think i was going to like that movie, then i loved it. Excellent choice prolly my favorite character in that whole flick, just stylish as hell!

good luck with the butcher

03-16-2004, 10:21 AM
I also love the Bill the Butcher character. I'd go for the outfit he wears for the streer battle at the start of the movie which looks really cool. Good choice though.

03-16-2004, 10:56 PM
Started on the body. Obviously looks a bit weird without the head, but thats up next.


03-16-2004, 11:00 PM
Ive edited the first post with the ref pictures. Ill be doing the street brawler version of Bill. He will also be wearing the high hat.

03-17-2004, 02:15 AM
definitely do the hat ! great mesh so far... but shrink those monkey arms i bet he can ties his shoes standing up?

no worries im lookin forward to seeing more

03-17-2004, 08:41 AM
I kind of like the scull-cap. Reminds me of that dude on Monty Python who always yelled barely understandable and completely incomprehensible nonsense at the top of his lungs.

03-17-2004, 10:15 AM
The hat will be detachable, so the scullcap will also be visible. I kinda like the psycho look the high hat gives him.

The monkey arms will be shortened :)

03-19-2004, 11:34 PM

Started the head.

Updated the body, checked proportions

Another view of the body

03-20-2004, 12:58 AM
Is that handle-bar mustache gonna be geometry or image mapped to a flat face? I'm just wondering because I can't see the geometry in the face yet.

I'm a total newb to game modeling (well modeling in general really), so I might just be talking out of my nose here, but I think a feature -that- prominent probably is going to look a little flat as just an image map.

03-20-2004, 10:05 AM
Yeah, the mustasche is going to be modelled, only after I finished the rest of the head though.

03-20-2004, 01:45 PM

03-20-2004, 03:21 PM
Lookin' really great, my favourite of this competition so far. But you should try to model his clothes like in the reference pictures meaning not making the neck that V-shaped but more round and giving him a collar like in the reference pics. Keep it coming!

03-21-2004, 08:31 PM
Yep, the clothes are going to be fixed as well. What you see now is just temporary.

03-21-2004, 10:49 PM
Update on the head!

03-21-2004, 11:03 PM
'stache is looking great! yaay!

03-21-2004, 11:07 PM
love it becouse his looking like Daniel Day Lewis and this is the most imprtant thing ! Nice job

03-22-2004, 01:27 AM
you know, I just saw Gangs of New York 4 hours ago for the first time. I'm quite surprised, it's so much better than I thought it would be. I never watched it at the movies, reason being DiCaprio, but that movie is really good.

03-22-2004, 03:37 AM
the skull cap and stache alone totally define him - great job! No question about who your model is supposed to represent - very eager to see the textures!

03-22-2004, 03:28 PM
Thats starting to look really good

03-22-2004, 08:02 PM
I'm curious about something. I am fairly new to modeling heads and read somewhere that polygons are better to use then tris when modeling. I see that you have many tris and barely any polygons in your model, is there a reason for this?


03-22-2004, 08:16 PM
Originally posted by hobz
I'm curious about something. I am fairly new to modeling heads and read somewhere that polygons are better to use then tris when modeling. I see that you have many tris and barely any polygons in your model, is there a reason for this?


Polygons are used when you subdivide the head (smooth it) while tris are mainly used for realtime graphics (games).

03-22-2004, 08:38 PM
So do tris have advantages compared to polys for real time modeling?

03-22-2004, 08:56 PM
Actuallu tri's are polies. I think you mean the difference between polies and quads.
Quads are basically more easy to manage while modelling. You get a nice clean mesh. And it is easy to see if the model has a nice flow to it. But quads are basically two triangles.

When model on the triangle level, you can get more out of the polies u use. Because youre working with smaller sub objects.

Anyway, the reason the tris show up on the pic is because thats how MAx displays an editable mesh. Compare this to mustache which is an editable poly.

03-22-2004, 09:41 PM
wow, that looks great!!!
I have a question... how do you triangulate a model? I always start modeling with editable mesh... and it's always in quads... Let's say i create a box, and convert it into an editable mesh, it is still displayed with quads, and not tris... Any way to fix that?

03-22-2004, 10:22 PM
Update. The head is almost finished, just need to do the eyes. But I will focues on the torso for the coming time.


Prodclod: To edit triangles when in editable mesh mode just go into edge suboject mode and fix all the triangle stuff you want to do. Using "turn" and make edges invisible or visible is basically all you need. To get a good view of the triangles, use facets on your viewport mode.

03-22-2004, 11:14 PM
Good model and the head looks great, but it's way to big far the body. Also are his legs supposed to be that skinny? It's not really unatural (although they're as braod as the arms) but I can't belive that Daniel Day Lewis has such skinny legs.

Extually it does look kinda weird, because his arms are also to long.

03-23-2004, 08:29 AM
Originally posted by david
Good model and the head looks great, but it's way to big far the body. Also are his legs supposed to be that skinny? It's not really unatural (although they're as braod as the arms) but I can't belive that Daniel Day Lewis has such skinny legs.

Extually it does look kinda weird, because his arms are also to long.

I was still fiddeling around with the size of the head. I think it's about right now. It might look bigger because of the perspective. Same goes for the arm. If you check the wireframe posted earlier in the thread (the one in the circle) you will see they are the right lenght.

And the legs, yeah they're that skinny. If not more skinny. See below

04-05-2004, 08:14 PM
Update (its been a while)

I just finished the body and after adding some final details (like belt with knives, little ponytail) I will finally move on to the unwrapping and texturing job.

Hit me with those crits!


04-05-2004, 10:17 PM
He is looking good, but I would bring that head down 40-50%. The model almost looks like a characture right now. Also the shins of his legs could be defined a bit more, especially because the actor has such skinny legs. Other than that, I would say it is ready for texturing.

04-06-2004, 03:27 PM
yea i agree about the head thing, and maybe pul out his chest a hair, or maybe its the poofyness of the vest..... either way i'm getting a lsight feeling light his chest is caved in a little, but very nice model, really looking forward to the texturing.

04-06-2004, 04:07 PM
I don't agree with the head, I like the size. Good work, love to see it texturized.

/ t

04-06-2004, 06:18 PM
I've had some trouble finding the right size for the head. Perhaps a tad smaller would be good. But I think 40% would be way to much. I think about 5 to 10 percent would be about right.
Then again the size might be good as is.

See the pic below, what do you think?


04-06-2004, 07:19 PM
Nice work. Looking at your reference picture it seems that his shoulders could be wider. That may also compensate the head scale. In my opinion at this moment he has a bit narrow upper back. Good job anyway.

04-06-2004, 10:06 PM
I think the size of his head in the last pic looks good. I don't know if it's too wide from a side, view, but it seems normal sized to me in the front.

I agree that you should make his shoulders wider. I think you should make the legs thicker as well (especially the hips). And his shoes seem to be too big, but I'm not sure.

04-06-2004, 11:00 PM
That's looking cool. Perhaps you could try making his shoulders a bit wider, tho.

04-07-2004, 02:43 PM
yea, lookin at that pic the thing thats standing out is the thighs, yours seem small, the character doesn't feel like he has enough "weight" he's a bad mofo. keep us posted

04-07-2004, 10:17 PM
Ive finished tweaking the face, and I think Im finally happy with it.

Ive also broadened his shoulders and hips. And I think i have the right size for the head. Some detailing like the knive holsters and hat was added.
Here's a pic of Bill with the hat on.


And next update will feature some textures!

04-08-2004, 02:01 AM
Yeah I was exaggerating, because I knew you thought it looked fine. Looking at it next to the photo one can see there is some proportion issues more subtle than just shrinking the head. Keep at it:)

04-08-2004, 05:16 AM
can you post an upclose wire of the face.
i'd like to see how you did your nose for example.

04-08-2004, 08:12 AM
Sure thing, I'll post some wires when I get back home.

04-08-2004, 03:32 PM
looking good....

the legs look a bit thin to me.....

Texture him up already :D

04-08-2004, 07:22 PM
amazing :) love the model and your choise, cant wait too see him with a textur

04-08-2004, 07:23 PM
Here are the close up wires of the face.

Mindrot: Ive made the legs a bit more thick, Ive made him slightly more muscular overall.

Red3d: thanks, I hope the texture will do him justice.


04-08-2004, 07:42 PM
Can't wait for textures, looks amazing! You really managed to catch his character and bring him into this model!

04-08-2004, 07:49 PM
Damn it's looking good.....

04-12-2004, 04:07 PM
The still very much WIP version of the facial texture:


04-13-2004, 08:46 AM
Awesome, very good progress.

04-18-2004, 09:52 PM
Check the submission thread for more pics


04-26-2004, 11:02 AM
What an amazing work on the butcher .....
u really r good , man!

04-27-2004, 06:46 PM
Originally posted by El Maistro
What an amazing work on the butcher .....
u really r good , man!

Thanks El Maistro. Ill be tweaking the texture even more in the future!

07-12-2004, 11:56 PM
Haha, this is really awesome.

Do a render of him with his top hat and a smurk on his face and that will be :thumbsup:

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