XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : Character for Animation: The General

07-22-2006, 11:10 PM
Hey There,
It’s been ages I posted anything on this forum. Anyway, I've been working on this character for the company I work for. It’s an in-house production to test our pipeline and make it more efficient. My boss was kind enough to let me post this over here. This character will be soon textured and rigged and animated. I've also developed a custom rigging tool to automate some procedures. Hopefully I'll soon demonstrate it on this thread. The modeling is almost done. Currently I'm doing the UV unwrapping for the meshes. Soon I'll post the Texturing WIPs. Till then your C&Cs will be very welcome.

Here is some of many concept drawing i did for this character. It was a long process of exploration






The dome lighting was achived using a script my colligue (TMNI_Vision) developed.

Kurosaki Ichigo
07-22-2006, 11:25 PM
That looks really great, and promising. I don't see anything to crit about so far. Keep it up. Also, once you are finished with your priority stuff, mind lending a hand to a project of mine?

07-23-2006, 02:26 AM
Really nice modeling work! I think it looks great and greatly appreciate you showing your concept art work as well. The only critique I have is that his ass seems to be a little to flat... or something. It just seems a little strange... maybe he is wearing baggy pants? Overall, I think this is a GREAT model and I look forward to seeing it textured and animated! Nice work :thumbsup:

07-23-2006, 03:25 AM
Man this is some fantastic clean modelling - keep working on it, i'd love to see more.

07-23-2006, 09:31 AM
Kurosaki: Thank you very much. I'll sure would like to give u a hand in ur project, but i'm a bit tied up with my works u see. But if i'm free some time i'll let you know. Thanx again.

LabRat1: Hey thanx for ur comment buddy. Yeah hes butt does looks like a bit flat now. I thought abt it b4, but now i think its really noticeable. I'll go fix it now... Again thanx for your time buddy.

carlw: Thanx man... and more IS comming up soon. I'll post some more renders later tonight. So stay tuned.

07-23-2006, 12:04 PM
The details are incredible well done.
I'll follow you thread.

07-24-2006, 03:23 AM
hai Its looking great and promising. Man It will turn out into something brilliant work after u finish it. Keep up the good work.

07-24-2006, 05:23 AM
great detail on the buckles. what program are you using?

07-24-2006, 05:32 AM
Yes, if you don't mind what program are you using? And what modeling technique. Can you show us any wireframe images... this is really great work! :applause:

07-24-2006, 02:42 PM
Hey, i really love your work!

Could you show us the wire of the armour?

07-24-2006, 05:23 PM
Ewald: sanx man!

TMNI VISION: apnar loge dekha hoile thanx diya dimu ne;)..... hehehe

TSB: thanx your for appriciating my affort. for detail specs see below.

LabRat1: mind? of course I mind, how dare you ask me that question?... naaa just messin wid ya buddy.... got the detail specs right below along with some wires... and thanx for dropping by.

dagann: thanx man... comming right up

* Maya was used for modeling.
* Texturing will be done in Photoshop and ZBrush.
* Rendering will be done using Maya and MeltalRay.
* Rigging will be done using a custom script I developed called Marionatte.
* Maya for animation.







07-26-2006, 11:33 AM
really nice work man. keep it up.

07-26-2006, 02:07 PM
wow rocking the place as always :buttrock: doing very great job friend keep going :thumbsup:

07-26-2006, 06:13 PM
Very nice wires!

I can't wait to soo it textured and rigged.

07-26-2006, 06:21 PM
Very nice modeling. I especially like the belts.

The wire frame render shows a lower poly model. What type of techniques did you use to achieve the smoother model render?

07-26-2006, 08:37 PM
3d2w.john: Thanx buddy, will do.

thebest: Thanks man....

dagann: Thanx... yeah i cant wait to finish it too... but m not that fast u c :(... though i'm working on the textures... so hope to post updates soon.

kenwtoney: hey kenwtoney. Thanx for dropping by. While i was modleing the character one thing that i kept in mind was that this character will be used for animation... the lighter the model (base mesh) the better.... and if u study the wires you'll see that i put loops where i need the most... so after its smoothed out the denser part exposes the detail while the low poly part smoothes out to create the curves.... well thats about it... thanx again.

Working on the weapon design.
Working (and learning) on the head textures.
Working on the design motifs and repeats for the armors.
Figuring out its cultural background.
Doing too much thinking and not doing much work :argh:

thanx all you guys again.... back to the WORKSHOP :wip:

07-26-2006, 09:18 PM
I was doin some sketches for the weapon i'm thinking about for this character. Its a blend beetween 2 cross bows and an axe.... the idea is you can fire twice with this thing...to load up the cross bow, u pull the round handle at the bottom and it loads up both the cross bows... put 2 arrows in the cross bows and shoot ur enemies dead (or whatever)... IMO the waight of the metal axe will stabilize the weapon to give it better accurecy...on the other hand if ur out of arrows u can always hack and slash with the sharp axe :D... gimmi your thoughts :bounce:


07-26-2006, 10:16 PM
This is one sick projecT! Good work man... And i like your sketch style.. Nice

07-26-2006, 10:32 PM
Very nice concept.

But are you not afraid to see the bow and rope of the crossbow broken in a hand to hand battle?
The other problem is cause of the blades, the crossbow will be unbalanced, to heavy on the blade part.

But your idea is very good (during Middle Age and after, there were this kind of weapon, not with bow, but axe/gun or sledge-hammer/gun)

07-26-2006, 11:08 PM
ravens: Thanx mate...

dagann: hey dagann, yeah i thought abt it... well i just hope the ropes r strong enough. And the waight of the blades might come handy to stabilize the cross bow... u know like steady-cams... although the weight lower the center of gravity... in our case the weight of the blade shifts the center of gravity forward thus stabilizing the weapon... good thing is m not gonna use it... hehehe.... actually the original idea was combining a double barrel gun and a cross-bow together.... i donno y i abandoned the concept... mayb i want him to look a bit more into the past.... mayb i'll redesign the gun cross bow... lets c how it goes.... its always gr8 to explore different ideas....

07-27-2006, 12:53 AM
By the way I did some more exploration on the weapon design. I'm returning to my original concept of putting a double barrel shot gun with a cross bow.... let me know ur thoughts :bounce:


07-27-2006, 05:38 AM
This looks great! :) Keep it up.

07-27-2006, 06:07 AM
something wrong with the texture on his nose :rolleyes:
cool sketchs :thumbsup:

07-27-2006, 10:38 AM
phantomworkshop: thanx man.

thebest: theres soemthing wrong with the whole head texture... mayb its because its the first shader test that i did :deal: ... thanx btw

07-27-2006, 12:48 PM
I very like the model, very detailed and nice mesh, it is clean :D

Only I think the bottom is a little strange.

Good luck :D

07-28-2006, 01:09 AM
Here is a little update on the head texturing. Its almost 60% done... need to refine the color map for more sharpness and fix quite a few problem areas....


07-28-2006, 02:53 AM
Looking really good man.

07-28-2006, 08:55 AM
hey Zubuyer!

this is really good looking. nice clean mesh and all.
haven't really got any crits.
keep at it.


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