View Full Version : Character_Hellboy
06 June 2003, 02:05 PM
I think this is my first offical post here...HOWDY!!!
This will eventually be made into a UT2k3 or UT2K4 package for everyone to run around and blow crap up :) He would fit better in a WW2 type game tho...concidering the story...but anyway....
Not too much to comment on right now I guess, but I'll post images as I make more progress. But all suggestions are welcomed, even at this stage.
I'm not sticking to one design of hellboy, there are so many designs and variations that i'm picking what I feel is the most dramatic and more "eye catching" of the designs.
And no (thank goodness)..I'm not gonna texture this. I'm fourtunate to have many friends who are texture artist and who are way better than I am at texturing things ;)
Once I do get the model done and the first texture is done, I'll open the model up to the public for anyone to create textures for it, if anyone wants to.
Im shooting for a polycount of 2500-3000, depending on his overcoat...
06 June 2003, 06:06 PM
dude, that's awesome. Hellboy is like one of my favorite characters! it's looking good so far. keep it up.
06 June 2003, 10:20 PM
Cool, thanks for the reply, I have the chest area almost completed, I'll post a screen of it when I can.
I'm just worried about the leg area the most, in the comics and in most of the artwork, he has these very impossible skinny legs and tiny hip area..hehehe, I may have to make some adjustments so he doesn't look like a childs toy when he walks and runs.
Ah..what the heck...here is where I'm on the chest area, still have some tweeks to do, but you can get an idea where it's going.
06 June 2003, 11:19 PM
Hellboy Rocks! Ohh...makes me want to give Abe a try or one of the little fairy folk Hellboy is always running into. Good luck and I'm gonna follow this one for sure.
Question. Isn't his lower jaw bigger than his upper one in the comic? The ones here seem about even.
06 June 2003, 11:36 PM
This just might rock.
06 June 2003, 12:13 AM
Teyon , Yeah it is a little larger, I'll rework it after I get more of the torso done. Good point, thanks.
06 June 2003, 05:20 AM
I beafed up the chin area some more. I like it better this way..thanks for the suggestion.
06 June 2003, 05:23 AM
That's much better. Looking good, keep going!
One suggestion, the eyes are a little long, the brow is perfect but if you shrink the eyes a bit and keep the eyebrows the same size they are now, I think it'll be closer to the mark.
06 June 2003, 05:31 AM
Yep..didn't notice that...I'll fix that too..good suggestion..thanks :)
06 June 2003, 05:34 AM
Hey, that's why I'm here...this is one of the cooler models I've seen content wise (I'm just a huge fan of Hellboy), so I want it to be the best you can do. So far, I'm so impressed I'll need a spatula to pick myself off the floor. lol.
06 June 2003, 04:36 AM
Here is the coat so far, I'm going to design this more after the designs of the movie, with the straps on the larger arm. and a custom slot in the back for the tail.
As always, comments,crits are welcome.
I reworked the eye area some more..
Teyon, do you think I should I make them even smaller?
06 June 2003, 04:47 AM
Checking an issue of Hellboy now...
Decided to check the Art Of Hellboy instead...more refs that way. So, from what I see, taking into account the nature of comics and the impossibility of drawing them the same size everytime....
....Yes, the corners of the eyes need to come toward each other more (effectively shrinking the width of the eyes...the height is fine). I'd do it manually if I were you because you're almost there, just a little more and it would be perfect.
As it is now, you may be able to get away with it but I don't think it would allow the brow to cast the shadows it does in the books. It's really coming along!
Actually the corner of the eye closest to the nose, bring that inward on both sides of the head (easy to do if it's a mirrored instance) and that will smooth things over. The space between his eyes should be exactly one eye-length in width...if you follow me.
Edit again and again....
I'm turning into such a geek. lol.
06 June 2003, 05:02 AM
good point, I'll do that on the next update.
I'm a little concerned with how his shoulders slump downward so much, I'm debating on doing that or not, it's so much of his design that it almost has to be there. It would be a nightmare to animate and deform correctly though...any suggestions on that?
thanks again for the comments, it's hard to see these things when you're looking at it all the time.
06 June 2003, 05:10 AM
Anytime. :) It's a character thing, for sure but I think you can cheat it. Just put him together the way you would normally and then hunch him over a little when you try animating him. This should force the shoulders down (may need some tweaking and an extra bit of spine). Besides, I always got the impression he was hunching over like Batman always does (that guy's gonna end up with a hump back)...it has to do with the small size of his legs. At the risk of announcing myself as a true geek, I think that was the intent of the design from the start. He's got this huge upper body and these tiny legs...what does Mike do? He gives him a tail to counter balance with. This means that Hellboy probably leans forward as he moves, tail raised slightly behind him to help distribute his weight. Besides being an artistic device, I think that's why we always see his tail curled upward in the books.
I can't believe I just gave a pseudo scientific explanation behind a demon comic book character. It must be 12:30 am on a Monday..oh wait. It is. :)
You should check your horns, I think there's a dent at the top. Hellboy's are octagonal but they don't have a crease as it seems yours does from the first close up.
06 June 2003, 05:50 AM
That makes sense actually...I'll keep that in mind when I'm animating.
Yeah, those horns are just place holders right now, I havn't paid much attention to them, I just wanted them there for the look so I could get some other things in place.
I'll go ahead and put the arms in and then see how the shoulders do when I rig it.
06 June 2003, 04:01 PM
Wow man you are doing Hellboy a great service with this model. The head and coat are looking great :D
06 June 2003, 05:40 PM
Thanks mattregnier, This is a fun project and I'm taking my time with it, I'm not trying to finish it in one day, like most of my previous stuff.
I'm actually going to redo the coat and make it more like the concept art at www.hellsite.com
I really like that idea and it gives me more "floppy" parts to animate, so when he's moving, it doesn't look like he's wearing a coat made of lead. And it just looks damn sweet!
I went to the comic store yesterday, looking to buy some hellboy comics...not a one in sight! So I'm having to rely on my friend and the net to supply me with reference images.
06 June 2003, 01:28 AM
here are some more shots of the coat. Made some major adjustments to it. Still alot of fixes to be done to the coat before it can deform correctly.
You can't see it here, but I did fix the eyes, they look much better now. and I made some adjustments to the horn stubs. I'll probably add in the buckles for the coat as attachments. Keeps the polycount down.
Anyone have any good shots of his belt? He's has all kinds of goodies on there. I can guess as to what's on it, but it if anyone has a good shot that shows the pouches on his belt, that would be cool.
06 June 2003, 02:20 AM
I think they call that perfect. :)
06 June 2003, 11:04 AM
really starting to come along.......can't wait to see the final mesh..
06 June 2003, 01:05 PM
Can't wait to see the next WIP pics! :buttrock:
I am not sure if it's needed to give the coat polys on both sides.
I know that in Q3 you can apply a simple shader to make a part of a mesh double sided. I am sure that for UT2003/4 you can do the same.
06 June 2003, 06:46 PM
Hey AnavelGato, Satanatron, Thanks for the comments
The coat only has polygons on the edges to make it look thick, they don't go all the way around. I don't like the double sided stuff, at some angles it's hard to see and when things like that are animated they tend "pop" in and out of view becuase they are so thin. I'm hoping to avoid that by giving some depth to the edges of the coat so when those edges are facing the camera, they don't pop out of view.
In the end, if I have to really cut down on the polys, I'll remove those edges, but only if I really have to ;)
06 June 2003, 09:57 PM
Just another quicky, added some feet or hooves..
Started work with the stone hand..mostly place holder stuff right now.
06 June 2003, 11:36 PM
Looking good. He wears shorts or some type of spandex that are cut off mid thigh. Just thought I'd mention it.
06 June 2003, 11:47 PM
Yeah, I'm thinking I'll save that for the texture. After I add the belt and the tail I'll have to watch my polycount. If I have some left over, I'll put some raised geometry there for shorts.
06 June 2003, 11:56 PM
Duh! That makes sense (why didn't I think of it?). Okay.
06 June 2003, 06:12 PM
It's hovering around 3800 polys right now. With the addition of extra bones, I better try to bring down the polycount some more. So people can have more than one on screen at a time :)
Still gotta work on the stone arm some more, mostly the sleeve area, bunch it up some more..
As always crits and comments are welcomed :)
I did remove those extra polys from the coat....the more I thought about it..the more I had to agree with you on that. So I cut them out..less stuff I gotta worry about when I animate him anyway :)
06 June 2003, 06:49 PM
Looking fantastic, and I do hope you will still be putting up the model for folks to texture :D
06 June 2003, 08:22 PM
You can count on that. As soon as I get everything where I want it, I'll post the model and mapping templates for everyone to use.
06 June 2003, 11:57 PM
Final mesh and the rig.
Once I test out deformation, I'll start mapping.
You can view other views hereviews (http://www.polyfarmer.com/Works_in_progress/hellboy4.htm)
06 June 2003, 03:39 AM
Hey, I never read Hellboy, but the model looks kick ass. This thread caught my attention 'cuz I was just over at aintitcoolnews.com and they had a few early shots of the set of a new Hellboy movie. I thought you guys might be interested, so...there ya go.
06 June 2003, 03:41 AM
Yeah, I hope the movie kickass!!! been waiting for this one a very long time :)
06 June 2003, 03:08 PM
Wow, love Abe...isn't his Hellboy's head a bit large in that poster? Oh well, if the story's good, it won't matter.
Meatsack, you've done some great work with Hellboy so far, I have a question about your rig though...what's the extra bones for? It almost looks like he's got a skeleton on his back. Is that for the coat?
06 June 2003, 06:34 PM
Yeah, that's so the coat can move out of the way when his leg's move and for when he jumps and turns.
06 June 2003, 07:33 PM
AH,ok, cool. Thanks.
06 June 2003, 03:54 AM
I'm seriously concidering animating him in Maya, but it's been about 2 years since I've done any real animation in maya.
Does anyone know of any game related tuts for animating in maya..mainly the rigid binding part.
06 June 2003, 02:25 PM
I think the chest/head part of your model looks awesome, really nice job. I think you need to look at the other parts though. The legs seem really thin for a character of his build. Also the right atm looks really small and thin to. I also think you cna get a bit more detail into hte hands, especially the big one. Lastly, I think hte coat needs to hang of him, its seems to be hugging his body at the moment. Really nice work though.
06 June 2003, 02:54 PM
Hey Doc., not for nothing but that's what Hellboy's comic book character looks like. Thin legs, thin arm. Here's the first (and only I think) Model sheet Mike Mignola did of Hellboy's final design:
He did it on purpose as a style thing. Did you guys know Disney called Mike to lend his style to the Atlantis movie? They swiped it first and then asked him to come over to give them pointers.
Vash T Stampede
06 June 2003, 09:54 AM
Excellent work meatsack.
How did you model it? did yous start from a box?
or with a single poly?
06 June 2003, 05:17 PM
I started with a sphere, then started pulling out edges and went from there.
06 June 2003, 09:14 PM
Hey Vash, you can view a sort of "being made of" by following this link.
Also, does anyone know if there is an actorX plugin for character studio 4? I'm sure they have a beta or something along those lines floating around. Any help would be greatly appreciated :)
Vash T Stampede
06 June 2003, 01:06 PM
07 July 2003, 06:05 PM
Ok, the model is done, the rigging is done,the physiquing is done, all that's left to do is to map this beotch and hope someone comes out with an actorX plugin for character studio 4. As it stands now, I can't export this into UT2k3 untill I get my paws on a new plugin for character studio 4. As soon as this is mapped and ready, I'll post a link for people to download and start skinning.
07 July 2003, 07:22 PM
thats looking good, just please do hell boy justice.
01 January 2006, 09:00 AM
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