View Full Version : Challenge WIP: Bassam Kurdali

12 December 2001, 08:54 PM
Got the friendly face, big hands and feet, tail, wings (sorta- I don't think I'm adding the membrane). I'm working on adding in more details to the body and face (I'm using boxmodelling so the LOD will increase depending on time- I'll at least make it consistent throughout). I'm also doing the prosthetic (not shown here).
To do: Pirate costume,prop, rigging and lighting.
Peace out:D

12 December 2001, 09:21 PM
very diferent and very cool

12 December 2001, 02:24 AM
are u using blender on him???
very very cool!!!!!
i like it a lot man!!!
btw hows blender modeler?
keep it up

12 December 2001, 03:37 AM
you got me, Loganarts. Yup. Using Blender (I hope this doesn't disqualify me ;) ) Didn't think anyone would recognize the interface from the screenshot.
Blender's modeller? hard to say because I don't have that much to compare it to. Previously I used patch modelling in hash which makes comparison too 'apples to oranges' to make sense. I like it better than Nendo's modeller. (personal preference- interactive subdivision surfaces number one reason) with reasent releases box modelling has become very feasable though a bit more labourious than some other packages. No knife tool= select edges to subdivide, subdivide them, then merge tris to quads, rinse repeat. Its pretty fast but not automatic.

12 December 2001, 08:28 AM
Really good, except for the sharp middle line. (which hopefully will be removed)

12 December 2001, 03:56 PM
Yeah, that's totally blender. I got 7th place in the old contest :( Nice job though, especially with blender (that interface completely eludes me).

12 December 2001, 06:29 PM
wolf: the middle line is 'cuz I haven't welded the two halves yet. I've actually added more detail and done a cheezy test radiosity render (with the halfs joined) but mediaone's ftp is acting up and I am saved the embarrassment of showing it :)
rendermonkey23: could I see your image anywhere? I remember seeing the contest or something about it, but I wasn't using blender at the time. The interface is tricky somewhat- there are a lot of hotkey-only operations that are barely documented anywhere, and many buttons that are documented nowhere... I still haven't figured out what half the radiousity buttons do (hence the cheeziness of my attempt) I'll try putting it up if mediaone relents.

12 December 2001, 06:27 PM
well here's an update
sorry for the quick radiousity solution. Blame impatience and my unfamiliarity with the radiosity buttons(this was my first try)
things done: added detail to the face and legs, feet, thumbs and collar bone.
ps: the radiosity render is older than the full body normal one.

12 December 2001, 06:38 PM
nice! I like it alot, the form is beautiful.
But say, are u perticipating in the Pascal Challange??? You should, the character is supploed to be slim, but you need a pirate, with an item and a prosthetic part! Just add that, and youre golden!

12 December 2001, 07:49 PM
hey bassa,

man im loving ur model.
the way u create the forearm with that twisted muscles is great!
also the feet looks very nice and the friendly look is..well...friendly:)
cant wait to see the props u gonna add to it and i must say again:
this challenge gonna be tuff!!!!!
keep it up:)

12 December 2001, 08:37 PM
Y-Guy: thanks! yup, its for the Pascal Challenge.
loganarts: thanks again- I'm somewhat dreading the mechanical stuff (prosthetic+prop) as I kinda suck at that. And I'm an engineer by trade- go figure.

12 December 2001, 10:02 PM
lol, you sould think of something though... although I wouldent think it would be the best addition though. The organics are beautiful.

12 December 2001, 10:53 PM
looking good ! a suggestion to help with the prostetics or mechanical prop stuf ! I thiinkt the wings throw some wires around them give them a mesh type of sin to the membrane etc i think it would look cool

12 December 2001, 11:29 PM
Good thinking cerreto. The wings could be unique place for prosthetics. Maybe the side of the face...

12 December 2001, 11:38 PM
Thanks for the suggestions folks. I guess my usual 'organic' aproach' isn't working here (start from a cube and shape/grow it) I'll have to sit and think about exactly what I'm trying to accomplish and how. Your suggestions both seem cool (and there's really no reason not to do both- prosthetics in the face and mechanical wings.)
Back to the old sketch pad and pencil (my previous approach: model blocky looking ugly mechanical things then delete them in disgust when I realize that they fit well neither with each other or the character.)
Again thanks.

01 January 2002, 03:43 AM
I dont know anything about the 3d package you are workinging with, but in my opinion, to make the best organic looking mechanical stuff (because you are inclined to do organics) would be to use splines, or NURBS modeling. I myself use the FFD option in 3Ds MAX4. It works on a basis of control points around your mesh that (for me) is very close to sculpting, which I've done for 7 years now. I just cant picture something in wireframes... I hate working with lines. I need to see volume to visualize the final product. So try some of these is u havent already.

01 January 2002, 04:32 AM
Thanks Y-Guy. I'm using subdivision surfaces for the body. The backage I'm using also has bezier based splines and nurbs (tho the nurbs are pretty basic- no trim curves or any 'advanced stuff')
There are some specialized 'array type' stuff that is pretty cool that I haven't played with much, yet- might make some cool mechanical designs.

01 January 2002, 05:46 AM
I'd be glad to see any more of your work, for its turing up very beautiful so far.

Some of my old work is here

01 January 2002, 03:24 PM
Thanks Y-guy. unfortunately none of my new work is readily viewable- I have a page but its old and embarrassing :(
I like your page. your old work looks pretty good- looking forward to seeing your current stuff :)
Haven't done much this week (work gets in the way) but I have some ideas to implement this weekend. your suggestions and cerreto's have given me some pointers. Hopefully I won't embarrass myself at this stage. :D
PS where is 'RC Palmer'? I am currently living near a town named palmer- just curious (I don't think its the same one)

01 January 2002, 04:27 PM
hehe, well, its in Richmond, a Part of Greater Vancouver, in British Columbia. Hehe, Palmer is my school, its not big but I like it, its cozy. Anyhow for my recent work go here:

el gatto
01 January 2002, 02:02 PM
Great work, I like those shoulders and arms, especially the forearms... you did it all using blender... wow !!! I'm impressed.

Keep those image coming :)


01 January 2002, 06:41 PM
Really nice and fluid stuff there!! Maybe just a little more detail in the eye section, it is always where I tend to look :0 It is funny what you siad about mechanics, I think the best thing to try is first come up with a purpose for the addition, then see how you would use it etc. . . I mean you an engineer right ? (what kind BTW? oh and what is rep like about Carnegie Mellon ? [I'm going there])

See you,


01 January 2002, 12:32 AM
Thanks! I'm actually working on the eyes right now. I'm an electrical engineer and so far I've found very little "justification" for what I've done. I'll work on it a bit though.
Carnegie mellon has a very good reputation :) They're grad sc hool had the honor of turning me down a while back, but I don't hold any grudges. I had a friend going there who said it was very good (he was EE too). We were on the same track and whenever we compared classes/programs his seemed a bit better in the same classes. (UMASS-where I went- didn't actually have a bad EE department, either) and when I visited it seemed like a great school- bot for engineering and arts.
So from the little I know I'd say good choice.

01 January 2002, 05:53 AM
Well, its been awhile, lots of distractions and a few false starts. Just started again on a new direction that looks promising. Here's some viewport wip:
There's a lot to do yet: more detail to add, some accessories (clothes, tubing and wires) and of course the hand item.
+ the rigging is incomplete and requires some weight painting. What do you think of the direction?

01 January 2002, 07:26 AM
here's a couple more:
yeah, I know I know. Needs a lot of work.
Crits welcome.

01 January 2002, 09:40 AM
starting to turn out really good! I really like the expression of the guys face at the first pic.
btw, can you give us a closeup of his left arm, please, please, please! :D

01 January 2002, 09:55 AM
its looking really good man, I really like what you've done

01 January 2002, 10:31 AM
Nice.Nice. :D Its has a sort of grandma quality to it, if you now what i mean.

01 January 2002, 11:37 AM
thanks folks (and fellahs ;) )
I know what you mean about the grandma quality. My attempt at a face immeadiatly nice without adding expressions. I'm planning on working on it a bit more (hopefully I'll have time)
I'll post a closeup of the arm this week- I'll try to work some more detail into it (I have some fittings and stuff for running wires and tubing- I also want to add some pneumatic type cylinders at the joints to 'explain' how they work. I need to add the mount points for those. Also the shoulder joint looks too flimsy and doesn't have enough freedom of motion.)
Its hard to have the motivation to work on this after seeing how much better all the other entries are. On the other hand, I'd feel like I was wasting my time if they were worse.:D ;) :p :rolleyes:

01 January 2002, 05:44 AM
been working a little bit with the detail around the eye, trying to inject a bit more life into him...

01 January 2002, 10:06 PM
That looks exellent! Keep it up, the arm and the other elements really complement the character. The only thing that i could think of adding is a hat, or some clothes...

01 January 2002, 01:53 PM
thanks. I'm playing it by ear (or should that be eye) at this point. I'm working on adding tubing and wires that stretches over deformations (i.e. shoulder joint) having a hard time getting it to deform like tubing.
what do you think of the render? its actually 3 different renders comped in photoshop- I just downloaded BMRT and still haven't figured out how to use it.

01 January 2002, 03:52 AM
Hello everybody. The pace of images has been so fast and so good that I'm almost afraid to post!
here is my humble update:
some rigging, some more 'prosthetic', quickie low quality render, low subdivision for time.

01 January 2002, 04:01 AM
whoh...weirdorama! like the nose valve!

01 January 2002, 07:12 AM
As always exellent job, it looks surreal! I really love the arm and the inside of the head, it looks alive. Well done!

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