View Full Version : WIP - Animus
09 September 2006, 05:48 AM
Work in progress for a game model I had for a class project. Class is over and it was received well by my classmates and instructors, however I have a lot of room to detail my texture and make him really pop so I'm going back to refine.
My limit was 4000 polygons, which she is at right now, but I plan on scrapping her muzzle completely and doing something that looks better. I plan on adding some broken handcuffs on her wrists too.
Here's what I'm working on so far.. mostly just working on the color right now. concentration is accurate muscles. Some points I know I need to work on definitely are the dreadlocks and butt.. I just learned that there's two muscles there (could never find a good view in my anatomy book).. and her hands and entire face need to both be textured (hid it with the muzzle for the turn in.. was running out of time!)
Some of the colors aren't tweaked to match up yet, this is really obvious where the arm meets the chest etc.. working on getting good highlights and shadows right now.
Any tips would be much appreciated! I want to become better at modelling/texturing and am just beginning to learn organic modelling and texturing. I would also like advice on my UV layout. This was all done in Maya and I am using Photoshop for my painting.
And a few shots of the texture on the model:
09 September 2006, 06:15 AM
The concept is cool, but the execution needs work.
All the edge in red are not doing anything for the shape of the model. With 4k triangles and trying for accurate muscle definition, you really should model the geometry using edgeloop methods like you would for a high poly model. Check the modelling forum here they have a giant topology thread that will show you what I'm talking about.
I scaled down the hands because they were way too big compared to the chest. I also scaled up the head leaf thing a bit and stacked them because the texture was identical. Even if I hadn'tdone that I would've freed up a lot of space just by packing it tighter. Additionally, I have no idea what the fleshy things are at the top but they have no detail painted on them at all. If this is the actual size of the texture (512x512) then it could use a lot more definition of shape and tone and detail. You are starting the hint at the striations of muscle and such but you need to make it pop more. check out http://www.horribledeath.com/effigy.htm for some examples of really nice looking gross muscle.
It's a cool concept though, and it's good that you're looking to rework it to do it the justice it deserves!
09 September 2006, 06:28 AM
Thanks for the reply Ghostscape, I will look more into the edge loop method and that muscle example. I've only been modelling for a couple of months and haven't ventured into making high poly yet.
The 'fleshy things' I think you mean are the undersides of the crests on top of his head, which don't have much detail for now because they are rarely seen. Another thing I ran out of time for!
I will post updates as I get some significant progress on her.
09 September 2006, 02:46 PM
I think it is coming along nicely, It still needs work, I really like that your painting muscles it is certianly a feat :) but keep at it, I'll try to give you some pointers later (while im not at work).
09 September 2006, 02:46 PM
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