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

View Full Version : Modeling Myself

01-11-2007, 05:11 AM
Hey guys I have about a week and a half to bring this model through the pipeline. I'm two days in right now.I have to finish modeling this,lay out uvs, sculp a high rez and normal map it in Z-brush and then paint the texture. It is for a possible internship so it has to be good. They wanted me to do an ordinary person because all that I showed them was pretty much fantasy, see my alien for an example http://forums.cgsociety.org/showthread.php?t=445587

Hopefully you guys can give me some good crits on this, any comments you have are appreciated and I will update my progress daily.


Should I model out some of detail in the knees for holes in Maya or leave it to Z-brush and normal map?

I plan on putting some accesories like a wristband, a ring, two braclets, and maybe a tied bandana on the arms should any of this be indicated in maya or is this all work for the normal map?


01-11-2007, 05:49 AM
looks like a great start, as for the question regarding normal maps, if it effects the sihlouette add some geometry to show it, if it is something small like a ring you could probably just map it, things like bracelets i would ad some suggesting of the in the geometry. your topology looks rather solid so keep at'er
cheers mate

01-17-2007, 03:05 AM
I'm pretty done with the base mesh, I may add holes in the knees in the geometry but other than that, I'll UV tonight and start in Z-brush tomarrow. All C&C welcome. Oh its 8,600 polys right now. I plan on reducing it to about 7500 since the alpha hair alone is 1600 tris I shall reduce. Thanks for looking


01-17-2007, 04:28 AM
Really nice man, I wish I knew how to do that, where you learn it, a book or tutorial or class?
Im trying learn how texture stuff in zbrush, then get in maya/max, I saw your other link, of monster and you did that, where you learn that?

Well you rock, I envy your model of yourself looks awsome.
Thanks if can give me any tips.

01-17-2007, 06:19 AM
There are only a couple of things that stick out to me as being in need of improvement:

1. The pant legs look a little more like bellbottoms than what you're wearing in the pictures. This is probably because the real pant legs are sort of bunched up and wrinkled whereas the model's legs are basically smooth. I'd suggest pulling around some verts so the bottoms are slightly closer to the shoes and they're a teensy bit bunched up.

2. The ears simply don't look right. I'd suggest taking a picture of your ear and examining it closely; there's a lot of detail inside ears that you're simply not getting. I realize this is a game model, though, so you might try getting the overall shape and then simplifying it down so you can paint most of the detail on.

Other than those things, good work and nice topology.

01-19-2007, 11:02 AM
Thanks guys for the comments! Ok, I've layed out uvs, made tweeks and corrections in maya, Z-brushed, the boots, the arms, hands, and shirt so far. I plan on doing the head and jeans tomarrow and the texture over the weekend. I'm still planing on handing this in on monday for the possible internship! Ok any advice on anything I've done or will be doing would be awesome, thanks again.I'll post more pics tomarrow but here is a scrren grab.

01-20-2007, 08:54 AM
Shirt detailing looks great :thumbsup:
With the ear, you don't really need to include that much detail if it's a game model, just the outer shape and a bit of the inner indentation then leave the rest to the normal map.
Tweek the pant legs like Swizzle said. ;)

01-21-2007, 07:14 PM
Here is an update, I'll do the head today.


01-21-2007, 07:52 PM
Awesome sculpt, I haven't seen much zbrush work lately you made my day :)

01-21-2007, 10:41 PM
That's some hot looking stuff. I should do that to some time :D

01-22-2007, 07:00 AM
awsome model so far mate, im wonder what your choice was to do the loops on the shoulders that way, im in a discusion currently with one of the animators on my team for the best way to model shoulders, and the way i have mine is similar to yours.

01-22-2007, 11:59 AM

the sculpt you did is really great, nothing to crit so far, i hope you will do a texture which will fit your sculpting!

01-22-2007, 03:34 PM
looking great, my only crit is two-fold... why a belt around your leg?...and on the same subject the leg with the belt on it is very thin, and you don't look like you have chicken legs. So my suggestion would be to either beef up the leg some so the belt looks like its not holding on your prosthetic leg or to lose the belt altogether. =)

gl, your sculting is great btw.


01-22-2007, 06:02 PM
wow, man you're great, the cloth wrinkles are sooo realistic...
good good and awesome :D

01-23-2007, 11:13 AM
tin-tin: Wow, thanks!

XepptizZ:Thanks glad you like it!

SPIDER2544: Thanks, I figured they could deform pretty well this way. I showed the model to an animator friend of mine and he said it should be fine.

Seebaer:Cool, glad I stun you lol. I love texturing, I think it will turn out nice, I have all the reference and source imagery I need.

-KDX-I put the belt on the leg to add some visual interest, asymetry, character, and as fashion. Here is a pic of me with some on.As for the chicken legs, my legs are rather thin in porportion to my body but I will take this into consideration and try scaling larger. Thanks for the comment!

Dupikus: Thanks, glad you believe them and thanks for commenting.


I've made some tweaks to the face and I think it looks better now, more of a likeness. I projected my normal maps and I will texture tomorrow. The UV layout is missing the other arm which will have a bandana on the wrist, and a ring/s on the finger/s to break up the symmetry and add a little visual interest. Thanks for looking!


01-23-2007, 11:29 AM
this is looking really cool man, i can't wait to see this when its done. your z brush work is fantastic. i hope you get the job your after, you should do with this.

01-23-2007, 07:31 PM
Some damn fine modeling. Awesome!

01-24-2007, 02:00 AM
U have holes in trousers !! HOOOOLEEEESSS!!! Bad holes :P
Great modelling, as guys ubove said, awesome wrinkles ;)

01-24-2007, 06:46 PM
dalmanna:Thanks for the kind words of encouragement.

Rion411: Thanks!

Por@szek (http://forums.cgsociety.org/Por@szek): They are rips and they are natural lol.Thanks

Here is an update, on the texture. Does anyone know much about texturing the head in Z-brush using projection master. Any info is awesome, like do I need a script etc. Thanks for looking.


01-26-2007, 05:23 AM
They leg was weird from vertex moving on the last one. Sill texturing. Thanks for looking.


01-26-2007, 04:28 PM
Looks much better with the normal leg. ;) I was kinda wondering if you had a tumor.

This kicks ass! Plus, now you can animate a fight between yourself, your alien, and your Hammer guy!

01-29-2007, 10:22 PM
blacker: LOL that would be fun.Thanks. So if you interested I'm completley re modeling "The Hammer" and giving it the full Z-treatment!

Well I'm in the final stages of texturing. Still need to do some alpha hair, fix the belts on the leg, throw on a bandana photo on my left arm and boot photos on my boots. Some touching up is probably also called for. Once this is done I will create a spec map then possibly mess around with shaders. Here are a few screen grabs of the almost complete character. Thanks everyone for looking!


01-30-2007, 01:29 PM
its boring....nothing to crit anymore...uh uh uh...*caught*
your pants are open *gnihihihihi* :bounce:
please close them, on this board are also ladys :thumbsup:

Mindful One
01-30-2007, 04:12 PM
Your execution of this project has been clean. I like the Zbrush as well.

Thanks for sharing your process. :)

Did you have to sculpt the items seprately in Zbrush, or did you bring them all in as 1 mesh?

Seems folks were talking about it that way.

Also what is your poly count?


01-30-2007, 08:27 PM
blacker: LOL that would be fun.Thanks. So if you interested I'm completley re modeling "The Hammer" and giving it the full Z-treatment!

Well I'm in the final stages of texturing. Still need to do some alpha hair, fix the belts on the leg, throw on a bandana photo on my left arm and boot photos on my boots. Some touching up is probably also called for. Once this is done I will create a spec map then possibly mess around with shaders. Here are a few screen grabs of the almost complete character. Thanks everyone for looking!

Cool, looking at your progress with ZB I think it will turn out really well. This one is coming along very nicely too. The only suggestions I have are to desaturate the jeans just a tiny bit and maybe run a bit of a sharpen filter on them.

Looking great though! Just one thing though.. where's your weapon? :) Maybe sling a rocket launcher over your shoulder? ;)

its boring....nothing to crit anymore...uh uh uh...*caught*
your pants are open *gnihihihihi* :bounce:
please close them, on this board are also ladys :thumbsup:

What?.. oder.. Was?? War die deutsche Stimmung? :eek:

02-01-2007, 02:59 PM
Die deutsche Stimmung? O_

02-01-2007, 03:32 PM
Nice work dude.
Its very clean, I think you could optimize a little the pants.

02-01-2007, 10:26 PM
add some spec and cosine maps to this, and it should be pretty awsome

great wrok on the textures dude.

02-05-2007, 08:56 AM
I would suggest making your pupils larger. they look unrealistically miosistic

incredible freakin scuplting job btw

02-12-2007, 07:34 AM
any progress on yourself ;) ?

02-12-2007, 09:26 AM
heeey man dats really good work and thanx for sharing ur progress and process
can i contact u....i really need ur help if its okay

03-26-2007, 12:09 PM
First time I see this thread but I must say that this looks excellent. Only thing I miss a bit is all the high frequency detail in the normalmap - currently e.g. the face looks very very smooth and thus plasticy.

Great job anyhow!

03-27-2007, 06:19 AM
Seebaer:Boring, nothing to crit? There are tons of things I would do differently on this model and if time permits I may.

The Uv layout is not good for seems, resoution etc, the textures are blurry, the eyes, are dead and wrong and there are seems in the normals on the jeans which are also way to small in the 0-1 space. The actual sculpt of the head is hardly a likeness need lots of work not to mention the ears and many of the wrinkles in the shirt would not look good in another pose. The belt on the leg is nowhere near as cool as I thought it was a month ago overall this looks like student work. Which it is.

In the end I got the internship I was after and have learned so much since then that I can look at this with a greater understanding of what makes for good character art. As this was my first attempt at a somewhat realistic character, clothes, etc and I am pleased but I could make this much better! Using different methods tools and paying more attention to the photo ref would weild much better results.

Jesso&Spider: Thanks, I agree.

lo-fi: I agree again, and thank you.

outlive& omarpac &Marvel: Thank you for your compliments and interest. As far as contacting me ask me a question in this thread or pm me but otherwise when I rework this I will document it and make a workflow tutorial that I'll post. Otherwise, I'll put it up on
http://cass83.blogspot.com/ which is in a need of an update but be my guest. I'm sure there are character artists with a ton more experience than me on these boards that may be able to help you more than me! Thanks for looking.

03-27-2007, 06:23 AM
thx, been following your progress for a while - going to check out your stuff in your blog

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