View Full Version : WIP : Satyr

12 December 2006, 02:44 PM
This is a model for a project i'm doing at the moment. It's aimed towards a next gen 3d fighter based on legends from around the world. The models around 6k triangles and i've got another 4k to go to create clothes/hair/weapons etc. I'm currently working on the cape then i'll bring it into ZBrush to normal map. The topology looks a bit mad around the arms, but i assure you there all quads :) just making sure the edges stay the way i want them

12 December 2006, 04:08 PM
Bhahaha, nice looking :thumbsup:

12 December 2006, 12:12 AM
This character is coming out nicely. Correction about the topology after taking a few closer looks at this one --- It's coming out just fine. Keep it up, looking forward to seeing this one in action!

02 February 2007, 12:28 AM
quick update. I've applied a diffuse and normal map and i'm pretty happy with the turn out. It now just over 10k polys and has two 1024 * 1024 texture maps (a staffs coming in soon which will share one of the texture maps) and the normal was done with a mixture of zbrush and the Nvidea plug in for photoshop. My main worry is i've wasted too many polys with the hair on the legs, about 1200 in total. This seems a little excessive to me but if i try and take some out it starts to look patchy. This is my first try doing something with this amount of hair so i'm not really sure. ( (

02 February 2007, 12:58 AM
nice, like the look of it so far keep up the good work

02 February 2007, 04:22 PM
It looks very good (I like the way the leg hair came out). My only crit is that on the white BG I can't see much of the model. Maybe try a muted green or gray so the model stands out more that the BG. :)

Looks very cool though!

02 February 2007, 05:41 PM
Lol sorry about that, here's a nicer render

02 February 2007, 06:21 PM
Did you used garment maker on the cloak ? :D

Its look pretty good, nice work

02 February 2007, 09:35 PM
lol yeah garment marker all the way. first time doing any cloth so had a bit of trouble with it intersecting. I plan to just bake the cloth down into animation and fine tune it that way

02 February 2007, 02:44 PM
thats cool, the first time I used cloth I had a lots of trouble too.
Just try and retry after that ull get what u need every attempt :P
Last thing you could add some dirt on the feets and hands, he look so clean right now.

02 February 2007, 06:38 PM
That's really good! How did you do the hair, just extrude those out and put a texture on them or what?

02 February 2007, 09:25 PM
I just made an alpha map of some hair i drew out in painter (it has much nicer line drawing tools than photoshop). Then got a plain with three segments in it so it could be bent round and applied the alpha map. The plains are then just attached to the leg and copied. I inted to put a flex modifier on these so they sway a bit when the character moves, though i havn't tried this yet so it might not work :S I used a hell of a lot of polygons in making the hair, about 1200 and in my opinion thats too much, but hey no ones said anything about it so it must be ok :)

02 February 2007, 09:27 PM
I'm in the process of during an environment for him now, kind of a frozen lake in the mountains, the lighting used should give the character a coolish purple hint but my environmental concept art is always a bit lame. I tried upping the saturation on the textures and it makes him look a bit more vivid but i'm afraid he'll then clash too much with the snow, so i'm gonna see what he looks like within an environment with lighting before i mess anymore with the model textures. I'll post updates on it when i've got something to show

02 February 2007, 09:41 PM
Very cool! I can't wait to see the finished product.

Are you doing it all in Zbrush?

Looking great,

02 February 2007, 01:52 PM
yeah i did most of the normal map in zbrush but for some of the raised patterns like on his head band i used the nvidea normal map filter for photoshop, i found it pretty usefull for non organic shapes. I still had to import the normal map model into max first though, which it didn't like doing, but then i find the export to normal map button in zbrush a bit shit compared to the projection mapping in max

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