View Full Version : PA Challenge - character - Vic3k
02 February 2002, 11:56 AM
02 February 2002, 06:53 PM
02 February 2002, 11:42 AM
Hey wow! That's the most realistic refernce pic that it looks just like how it's modelled!
Keep going now that you got the nose nozzle down. :-)
02 February 2002, 03:38 PM
hehe thx, yah i have to improvise now all the way. that's why i takes me longer right now to model some things. good reference is always good, but i was too lazy...
here's updated wip, just horsing around and rendering from different angles. you know how it goes.... :)
02 February 2002, 07:26 PM
you don't mind me posting so many wip updates do you?
i'm just so exited and when a new part is done i kinda tend to just render it for like an hour. plus radiosity looks so damn charming ;)
02 February 2002, 11:56 PM
yet another update
02 February 2002, 02:48 AM
hehe... He seems Homer Simpsons! :D
come on! We want more pieces!
02 February 2002, 02:53 AM
hehe i just noticed, yah with that brown mask it looks like homer's unshaved beard.
ears part is on the way
02 February 2002, 02:55 AM
aahhh ahah grrr grr, XSI just crashed, have to go 15 minutes back :(((((((((((((((((((
02 February 2002, 04:45 AM
Very nice... I'm liking this alot. The modeling gives the appearance of very soft / organic materials. Very smooth too. Looks smooth enough to make a good Cell / Shader render. As for XSI crashing... I'll save the debate about which package is best for another thread to keep it out of your WIP :p
02 February 2002, 04:52 AM
what did you mean by cell rendering?
hey don't you dare saying anything against XSI. i love it :)
so what if it crashes more often, even if it crashed you can always go to backups and you don't loose anything, well sometimes you have to go back 10-15min, coz sometimes backups been taken (for some reason) a while ago. anyway the max you can loose in crash is about 10-15 min of work and that's nothing.
02 February 2002, 05:07 AM
Cell Shading... as in Cartoon rendering. To make it look like a cartoon :) . The main thing is that your model must have very nice outlines along the profile and your model has that in spades so far. I've seen great work come of XSI :cool:
02 February 2002, 05:18 AM
btw do you know what's the name of the cartoon shader in XSI?
oh yah, in few years you will be seeing more great work from XSI
02 February 2002, 08:12 AM
last update. would do any updates till the whole head is done.
02 February 2002, 04:05 PM
another update, couldn't resist. shitty render though
any critique, flaming, or petting? :)
02 February 2002, 04:15 PM
very cool man.. love the goggles .. sleek ...yet stylish ... really like the hood over the head thing.. I was planning on dong it for my model, but I forgot about it and modeled over it... the ear peace looks very technical, and detailed... cant wait to see what the mask will look like..
02 February 2002, 04:31 PM
02 February 2002, 02:04 PM
whow, I really like the first 'earth tone' version of the head. Really smooth, you can almost touch it :) Is that a stitched seam on the edge of the ear piece or just aliasing ? It looks good anyway...
I'd try to stay with the first version, have some simpler rubber or cloth band instead of the metalic thing of the second version. Maybe it is just the render, maybe it is just my opinion...but I really like the first one (repeating myself)
cool stuff !
02 February 2002, 02:17 PM
i like it, i like specially the glasses, i want to see the rest of the body :)
02 February 2002, 06:30 PM
thx mark, once i get into work again i will look in what you said coz right now it's 6am and i can't think. unfortunatly my father is gonna be using computer most of the day time in this month :(
and i really don't wanna change my timeclock to night shifts :/
yah the earth tone is good but again those i just test render, i don't even have any materials applied, they are just lamberts. every time i kinda try different colors for the lights
02 February 2002, 07:56 PM
i've been very lazy lately, plus had lil access to computer.
overall progress seems to be moving like a turtle :/
warning warning, lame update
02 February 2002, 10:12 PM
hmmmm plz answer my dilemma
02 February 2002, 10:39 PM
I prefer your last post.. it was simplier and cool.. now it looks too much like you want to add stuff on it... (your sunglasses are really cool)
02 February 2002, 10:56 PM
thx pascal :)
well yah i'm going for complexity both in modeling and texturing. this is my 3rd character ever and i got to make this one really good coz it;s not just for the challange but also for my demo reel.
i will take as long as it takes to make him look good even if it means not finishing till deadline of the challenge.
02 February 2002, 12:26 AM
...but sometimes 'less is more'...make your model complex, not complicated...
I think balance is very important in a model. It is very hard to see something as a whole when there is the same amount of detail everywhere. You have to structure your geometry. There is nothing wrong with a helmet being more 'simple', it only underlines the beauty and detail of the earpiece and goggles...
some wise guy once told me (referring to architectural drawings): don't be afraid of the white space...
02 February 2002, 11:36 PM
damn, what a lazy f..cker i am... :(
02 February 2002, 08:44 PM
it's been long time since i last touch the project. been lazy and been playing games every day :(
i just really hope i will make it in time for the deadline :rolleyes:
well model is gonna be done by deadline but textures...hmm don';t think so. oh well maybe next time...
btw it's not beveled yet. though it was on some previous renders.
02 February 2002, 08:44 PM
02 February 2002, 09:16 PM
thanks mark. it's good suggestion on the part of helmet being. i wish i would list and i kinda agree with you that it looked good enough as it was. maybe if it was just for the challenge i would probably leave it the way it was. but anyway all these suggestions are not for nothing. i will remember them in future.
02 February 2002, 12:19 AM
thats really great man! i like this gasmask, 'cuz it doesnt look like an ordinary gasmask, really cool detailled the whole model! Whats with his body will you model it?
02 February 2002, 12:56 AM
yes i will model the body hopefulling in time for deadline. but first i need to make a really good sketch of it coz the one i used for the head you can see in my frist msg and that is shit. with the head i have to iprovise on the way and actually spend more time thinking then doing the head.
i'm gonna finish the head in about 3-5 hours. then another hour trying different render settings for final gathering and global illumination which by itself gonna take about 30 min to render the final picture. so expect and really blowing update in like 6 hours ;)
that's if i will not fall a sleep coz i've been working on it all night and now it's noon.
02 February 2002, 06:44 AM
almost there.... probably another 30 min of thinking 1-2hours doing
02 February 2002, 06:56 AM
he's coming along very well.
the helmet in the newest picture, reminds me of a brain...heh weird :)
keep it up, it look great.
02 February 2002, 06:59 AM
yap it does, i noticed it too. maybe coming great but way too slowly :rolleyes:
plus it looks like brain for now coz the crusual edges (there are quite some) are not baveled yet. once beveled and rendered with final gathering it will look....um fantastic? :cool:
02 February 2002, 09:12 AM
alot of detail here ,but cool model .
02 February 2002, 05:12 AM
hOWS IT GOING BUDDY. lIKE THE DUDE. JUST GONNA SEE HOW HEAVY U CAN GET THE POLYS AYY??? LOL LIKE USUAL. I AM GONNA BE COMPETING AGAINST YOU NEXT MONTH IN WIP. PUT ME ON YER MSN email@example.com
Still havent seen the realized the wonder of maya yet? soft junkie
02 February 2002, 11:38 AM
hehe hey Will. i will email you tomorrow. don't have MSN, though i guess i will install it so i have contact with some cdis ppl. you are all MSN junkies :) damn you for that. icq rocks
as a matter affect poley count isn't that big on the original low poly model. maybe like 5000 poleys at max for all the pieces. well with the body prob gonna be over 30000 for low poly.
anyway i'm not gonna finish him in time for this challenge and even if i will i will not make it with textures. so pritty much i have not chance of winning this time. too much slacking off :mad:
as for the next challenge, i'm looking forward to kick your ass, UNLESS it's gonna be some theme that will not fit my demo reel plans and if so then i will not bother loosing presious time.
catch ya soon.
btw did you apply for lab assistance? i'm starting assisting maya and xsi maybe at the end of next week.
02 February 2002, 12:32 PM
Gabe your model is sweet too. you are one of ppl i'm afraid of going up to :)
02 February 2002, 12:44 PM
hi, i am kinda new...but have been using 3dmax for nearly a year now...just interested to know...can anyone share or put a link for a rendering tutorial? How do you guys make your render so realistic...like its real plastic even though there are no textures...?? anyone on this? thanks!
02 February 2002, 02:36 PM
i used max, and i know your problem, to achieve a good lighting i had to place a whole bunch of lights and include,exclude object...
what i use now is XSI. XSI has implemented mental rey. even if i do a simple render with few spotlights, it's all processed through mental rey. mental rey is way advanced renderer that can make your image look photoreal. but there is also such thing as indirect lighting, that's when objects are used as sources of light. natural light bounces off objects in real world and if you take a room for example, you can notice that in the corners it's darker during day time. you can barely see but it is darker coz walls bounce off the light and it's hard for all the bouncing to get into that corner areas. that's the real light and indirect lighting is what it is. you don't actually use any lights, you might to bring up a sertain effect to life but originally you just put in a few big ovjects with constant color so they are all bright and then you turn on this idrect lighting. constant objects now serve as lights and the rest of objects as light deflectors. that's how you get plastic or fiber kind of look. i can't really tell much info on max since i didn';t use it for 2 years and didn't much before that. just get MENTAL RAY for MAX. if you buy it then i'm sure there are some tutorials in book or something. and if you get it from net then try this site for some tips : www.3dcafe.com
you can also go here (that's cgtalk's max channel, specifically for max users). just ask away there.
btw you see most pics look this way coz many ppl here use softimage xsi, lightwave (they have implemented indirect lighting stuff) and maya which doesn't have it but there are lots of plugins for it to imulate this kind of lighting.
02 February 2002, 02:39 PM
why don't you use the vray beta for rendering in max? ok i'm always using the standard lights, but vray is very fast and the quality is really good...
02 February 2002, 06:25 PM
the freaking head is finally done.
02 February 2002, 06:45 PM
02 February 2002, 07:02 PM
02 February 2002, 07:08 PM
Great job, of course .. but i agree with comments done before. This character is well done but looks too complicated to me...
I prefer your 1st and 2nd posts ...
Anyway .. really good job :)
02 February 2002, 07:24 PM
thx alot. one of very few things that keeps me going is ofcourse positive comments :p
damn i actually really tried to keep the model simple as is and it is fairly simple compare to the plans i had in the beginning. it's just once it's done i'm gonna have to texture all this and i never really textured a character. the 1st character didn't have cloth just skin so i didn't spend much time, just slaped on textures and done. 2nd one was ww2 soldier and for that one i didn't do a great job either. and now this babe her....oh he's gonna take me long time to texture since i know so lil about texturing. 2D stuff is my problem
02 February 2002, 07:46 PM
02 February 2002, 09:09 PM
02 February 2002, 10:57 PM
the point is tat i have seen my course mate do a render and it has the same kind of quality as the renders you guys have....but the best part is..he did it without an external renderer....nor an additional plug in of sorts..yah...he did it just with the standard tools provided in 3D max...but i really love wat youa re doing here man....damn cool...inspires me again!!
02 February 2002, 11:46 PM
uh ...if i should point out the best mask in this challenge this would be it. All the details forms a great overall look and love that glowing thing. The whole model looks very solid too which is great.
02 February 2002, 02:08 AM
does anyone know some site where i could find some front and side veiw pictures of the human body? plus maybe some other sites with some anatomy of human body?
thx for any help
02 February 2002, 08:05 AM
Hope that helps.
Great looking mask there... earlier on, I thought it looked like a fancy bike helmet, but now it looks a lot more techno-militaristic :)
02 February 2002, 09:32 AM
In my opinion you can never have too much detail...it looks like some Bad ass, but-kicking version of a storm trooper....great work man!:D
02 February 2002, 11:49 AM
lots of ppl sayd it looked like bike helmet.
thx for the site. someone showed it to me a month ago but i didn't pay attenting. thx for reminder.
yap too much details is good, makes models look more realistic but picture texturing helmet like mind. and then picture what kind of rig those guys with mascular models need to make the movement just as real as the models... still less details are better, but heck i'm a newbie so it's forgivable for me. practice will tell what's wrong and what's not
02 February 2002, 10:14 AM
it's gonna be longer and more elegant than on the pic. i didn't put much thought into it's design. just as usual
02 February 2002, 04:26 AM
Its looking nice. I know you like to pump as many polys in as your pc will handle but like the tritan dude said there can never be to much detail. Attention to details it what sells the realistic look. ( Like dvgarage.com say). Havent had time to enter Wip My work is keeping me busy but If the next challenge is to build somthing I can use well hey your toast, lol. Hope to see a completed body that isnt just a last minute fudge. like Maya200 :) I shouldnt say that though My Entire character sucked. but the boobs were nice and big and distracting:) Get MSN....
what I hate is how they call me a paddawan and you a jedi I got to join the challenge and get some recognition. :)
Damn moderater dudes.
but there cool thanx for the efort you put in guys
02 February 2002, 02:38 PM
Excelent Vic3k! now the helmet is really good and veeeeery detailled! :D:D
but... how much does it weight? :D:D
very good very good...
Wil you can finish the weapon before the deadline? (I like it fires 2 rays!!!)
02 February 2002, 12:03 AM
very cool modelling, especially the googles. but i think the version with the helmet not sub-d'ed looks better than the smoothed version.
guess thats just me....
02 February 2002, 02:36 AM
finishing weapon is no problem. now will i make the body till deadline? that's the daught
02 February 2002, 04:25 AM
Hey men, what a detail!!! i love it, will you do a body or it's only the head? i want to see more, and the wepon is amazing, yeah
03 March 2002, 12:19 AM
incoming art attack!!!!!!!!!!!!!!!!!!!!!!!!
03 March 2002, 12:24 AM
03 March 2002, 01:05 AM
hey victor. wuz up. nice looking gun there. and your guy is awesome too. U should show thomas what you did to his head.
03 March 2002, 01:07 AM
yeah looking good vic
03 March 2002, 01:29 AM
excellent modelling and design!!!
But you MUST post it with a metal material pleaaaase!! come on!
03 March 2002, 01:33 AM
03 March 2002, 01:37 AM
does this look like metal?
anyhow i don't know how to make metal look exactly like metal. i didn't do much texturing yet.
tips on making metal material? so it really looks like metal?
03 March 2002, 02:32 AM
Alben thomas will see the whole thing on softimage.com's gallery in may, all textured and riged and stuff. who knows. maybe if i didn't take the first place here i will take it there ;)
03 March 2002, 03:58 AM
metal shaders usually have low diffuse a high specularity with the color of the specularity the same color of the object (non-white specularity) cause white specularity will make it look like plastic
03 March 2002, 03:59 AM
k now does this look like metal or not?
03 March 2002, 04:00 AM
you got it!
quick reply hehe
03 March 2002, 04:13 AM
i actually did it before you said what you said. i used incadence and intesity for difuse and ambient and for reflection i used mental ray reflect map and intesity modifier in XSI. damn in max it was so easy to do metal but in XSI i'm having trouble with materials coz everything is different and more complex and advanced. thanks for tip. that's i think how i was doing metal back in the days when i played with max. heh i don't even know where to change level of defuse in XSI coz i just don't see it there :rolleyes:
my father gonna use comp now but i'm puting a 30 frame rotational animi of it while he does his stuff. hopefully it will finish in like 8 hours coz it's final gathering rendering the one you see on last update which took about 15 min to render or even more
03 March 2002, 02:15 PM
lets see if i can pull the whole thing off till friday with a few overnighters... hehe yah i never tend to move away from my well known style of finishing everyting in the last days/hours.
03 March 2002, 11:26 AM
03 March 2002, 11:33 AM
Looking good Vic, my only crit would be to make sure you dirty your maps a little with blends of clean metals and dirty metals with hand painted and/or procedural blend maps. This will give it that worn used look so he doesn't end up looking like ROM.
The modeling is f'n sweet though. Looking good, hope you get it done, I'll be burnin the candle both ends as well. Keg party for the survivors!
03 March 2002, 11:57 AM
umm thanks YemYam. umm how can you do this lil critique if i even haven't applied any materials and textures yet? :confused:
all the materials that are on any renders you've seen are just phongs or lamberts. except for the gun where i used incadence in difuse to give more like a metal shine. hmm i'm confused :)
i guess you had lots of overnighters working with your lil sexy spider chick ;)
oh man today is gonna be my second night in a row. too bad last night i started late and finished early coz had to go to appointments. lets see if i can make it till morning without sinking my face into a dish of perogies that's right infront of me :p
03 March 2002, 06:46 PM
Sorry Vic, just went back and looked at thread ... didn't realized you switched packages and were having trouble with the mapping (my eye was oozing so I couldn't see straight). Like you said, in a simple package like Max it would be easy! :D Just finish modeling ... that should be tight enough. Me on the other hand ... I'm screwed ... oh well ... always next challenge.
03 March 2002, 04:35 PM
hehe YemYam we are both screwed but who really cares, as long as we like our work that's all that matters. so what that we didn't finish this challenge. it's just we took a challenge of our own to over do the challenge that was already challenging enough, if you get my drift (aka sleepless loon's talk :p )
hmm did a lil proportional test. this body is default that comes with XSI, not that it's really proportional either heh.
03 March 2002, 04:39 PM
hmm now that i didn't make the challenge i think i should ask lildragon to move my thread to 3d artwork and continue it till my demo reel is done with all the updates on it, so in 1 year it will be a thread of like 1000 msgs with all the progress of not just the character but the whole thing.
03 March 2002, 05:02 PM
wow, the head looks insanely detailed.
03 March 2002, 11:15 PM
03 March 2002, 01:45 AM
Hey, where can I get a pair of boots like that ;)
Love the detail on the head too. nice nice.
01 January 2006, 01:39 AM
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