View Full Version : Game Art Comp 6: René Groothof/ De Vliegende Hollander

03 March 2004, 10:54 PM
Great choice for a challence and I take this oppertunity to honour Dutch cinema with the choice of René Groothof playing in The Flying Dutchman. It's an exceptional movie that cost 10 million, (wich is extremly much for Dutch standards) but with very little adiounce seeing it.
I have to see the movie again and take some screens myself, because their is very little reference about it. Here's one good pic of the Dutchman. He's the tall guy with the scarf covering his eyes.

I hope I will be able to finishe him, but I'm getting pretty busy this month, so we'll see. Good luck to everyone else. I'm looking forward to this challence.

03 March 2004, 11:42 PM
interesting choice! this one looks like it will translate well to a videogame character.

03 March 2004, 02:43 AM
sorry, im not too familiar with the legend of the Flying Dutchman... are those ropes around his neck to keep him from flying away? :)

this picture has really sparked some interest in me. it looks along the lines of a BROTHERHOOD OF THE WOLF kind of movie.... i guess its time to go budget DVD shopping on ebay again......

looking forward to seeing this one develop!

03 March 2004, 06:46 AM
I didn't realize "Flying Dutchman" was an established character. For years my family has called the swinging boat ride at amusement parks "Flying Dutchman" because that's the name Six Flags over Georgia gave it when it opened there a bazillion million jillion years ago.

Can't wait to see the model on this one, the character looks very interesting.

03 March 2004, 07:02 PM
Hej man alles goed?

Btw, I thought the flying dutchman was the boat in the movie, was it not?

03 March 2004, 08:07 PM
I'm Belgian, never heard of the movie :x. Snowfly is right, looks like you can make a nice model out of this character :).

03 March 2004, 08:22 PM
Originally posted by Roman
Hej man alles goed?

Btw, I thought the flying dutchman was the boat in the movie, was it not?

Ja best. Volgens mij heb ik een stage. Hoe hoe gaat ie met jouw?

Let me try to explain:
The movie is a little complicated, but the guy who I'm making is looking for his father. He was told his father is the Flying Dutchman, but that story isn't true his father is dead, only he doesn't know that. So he spends his whole live trying to get a ship to go to sea where he thinks his father is, but he never suceeds in that.

The real legend of The Flying Dutchman doesn't play a part in the movie and I don't even know what the legend is about. The only thing I know that its a ghost ship that can sail against the wind and disapear into the clouds or something.

But anyways I finally got some reference pictures of his head. He's not the most handsome guy in the comp :) but he's interesting and the quality is horrendous, but they'll suffice.

I also made a line reference of his outfit and thats what I'm going to start model first.

03 March 2004, 12:42 PM
mooi mooi, waaroh?

Hej ff over je character, ik zou als ik jou was niet jezelf meteen storten op de kleding, zou eerst even semi-kaal z'n proporties uitblocken, en vervolgens het gezicht (daar moet ie nou eenmaal zijn gelijkenis uit halen). Dit is makkelijker wat betreft het proces van poly distributie in plaats van omgekeerd. En daarnast kun je veel makkelijker zijn kledij om z'n proporties en volumes aanpassen.(wat je anders uit het oog zou kunnen verliezen)
Voor hoofd en gezicht proporties, zoek naar algemene images van deze meneer/acteur op internet, hoeft niet persee uit de film.(ik ken hem volgens mij van andere vpro dingetjes.) Kans dat je veel betere referentie vindt.

Denk dat ik ook mee ga doen.

03 March 2004, 11:37 PM
Here is a small update. I just blocked out the body parts (what Roman suggested) and started working on his face first. I will post some wires tommorow when I've got some more exiting geometry ;)

03 March 2004, 12:06 AM
Blocking looks good. The proportions seem right on. Can't wait to see this one fleshed out. Is the blindfold gonna be part of the model? Or is that just scene specific?

03 March 2004, 05:43 PM
Thx for the comment. The blind fold is scene specific, I'm not gonna model it.

I have worked mostly on the head, because I have a hard time getting his features right. My reference is problimatic, but I've search the web for three days and could only find 2 usable images (one of them the image above) and the quality of the screenshots of the video are very bad. I geus my choice to do a unknown dutch movie is backfiring :) But I'll keep to it and I'm pleased at the result so far.

Please give your crittics and comments, they are greatly appreciated.

03 March 2004, 07:06 PM
I see a lot of geometry on his chest and waste that might be overkill. I don't know though. I've noticed a lot of people using a lot of geometry on thier models.

03 March 2004, 08:46 PM
Originally posted by Lord Dubu
I see a lot of geometry on his chest and waste that might be overkill. I don't know though. I've noticed a lot of people using a lot of geometry on thier models.

Yeah, 4500 polies should give you some room to play around.

The model is coming along fine. The head is looking good. You might wanna add some more polies to the upper eye lid.

03 March 2004, 09:37 PM
a bit off topic but how do u take screenshots from dvd movies on ur comp all i get is a black image i used prntscreen and even tried hypersnap no luck

as for the model i can say gooood choice i can see intersecting polys in the face/neck hope to have some way of animating it properly without getting any flickering

03 March 2004, 09:49 PM
Originally posted by the_zed_axis
a bit off topic but how do u take screenshots from dvd movies on ur comp all i get is a black image i used prntscreen and even tried hypersnap no luck

Try power dvd 5. Its free for the first 30 days and has a nice snapshot function.

03 March 2004, 01:18 PM
thx for the replies.
lord dubu: It's not that much geometry. In that picture it was about 500 polys for his armor. I belive the total poly count was 2000.
the zed axis: Their is only a VHS version of the movie and i took screenshots with a digital camera...

I increased the detail in the armor, tweaked the head, but very little, and added most of the remaining parts. All what is left now is the gloves and finer detail. I'm at 3000 polygons, so well on track in that departement.

please crit and comment all you want...

03 March 2004, 03:39 PM
Hej, 1 thing first, never never, make GI renders without a light (shadowcasting) in it! Never! ;) That way there is not much to the render that defines form, it becomes a ugly blob.

Then to the model. This is why I advised you to block out the body first. In your model all the clothing seem to have no relation to the body underneath (they float and have no weight). Also the proportion of the suggestioned body underneed are quite off I think. Shoulders to wide, feet way to big, head to small. etc.
Also when you look to the front view all clothing are very loose and wide, but in the side view it's all very close to the body. En hij lijkt een badmuts op te hebben, geef hem wat lucht. gezicht lijkt ok, maar komt zo niet to z'n recht, ook lijkt hij te densed.
Hope you can work with this CnC. ;)

03 March 2004, 09:40 PM
Thx for the large reply Roman, really appreciate it.

I didn't do much work today, I only tweaked the model some further. The proportions are kinda working in a weird way, can't really tell whats going wrong, but I still got time. Here's another image to look at and know that I'm still working on em...

03 March 2004, 10:31 PM
hej, the face is good, there is resemblence! ;) Maybe you should also just add the blind fold, I think it would add to the character.(also dont forget to add his hair!)
About is torso "armor",when you take a look at your ref. you can see it's "plump", heavy and wider downwards, thats not on your model. Also I think you could go back in detail in your model. (those mesh details seem to thick and to much right now, out of balance) Keep it going.

ah almost forgot, his nose (neusvleugels alleen) should be a bit less wide, his nose is "sharper".

03 March 2004, 06:42 PM
The model is complete for now and around 4000 polies.

I've also made the uvw mapping, I texture baked these jpg's from them

Now I'm off texture... I'm hoping that will turn out oke, because It's deffinatly my weak spot.

04 April 2004, 01:44 PM
Yikes. This topic had slipped back to 30 days!!! It couldn't be that long could it?:shrug:
Anyways I was busy the last couple of weeks and also not in the mood for texturing, but the last 2 days I got over myself and finshed the job. Here are some progress shot before I'm going to post my final submision. If you got any comments are crittics please share them. Thanks and enjoy...
________real-time render_________________beauty render

04 April 2004, 01:46 PM
and the textures:
they're is also an 512x512 aplha map, but eh, if you wanne see it just PM me :rolleyes:

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