View Full Version : Steampunk Myths and Legends Entry: Trevor Rowland
11 November 2008, 04:11 AM
Trevor Rowland is entered in the "Steampunk Myths and Legends" update: View Challenge Page (http://features.cgsociety.org/challenge/steampunk/view_entries.php?challenger=17064)
Latest Update: Work In Progress: PennyFarthing Update
11 November 2008, 06:38 AM
So after weeks of talking in the office about how cool it would be to enter, Nforce & I have decided to give the video competition a try.
I am going to take the role of email sender, and for the 3d, it will be a shared labour.
We have chosen the story of Don Quixhote as our subject, Initially Nforce will be tackling the engine and technical modelling of the machines, and I will be looking at parts of the main machine and the characters.
For reference images and storyboard, I have a number of pencil sketches I will add as soon as I get them scanned.
Good luck everyone !
11 November 2008, 06:53 AM
So Don Quixhote will be riding a Steam Powered Penny farthing into battle with the evil windmill. This Penny Farthing will be part electric wheelchair and part demon-vanquishing steed. I quickly blocked out the main proportions of the bike, and passed it on to Nforce, who is going to complete the engine, brakes etc etc.
Seeing as though the character needs to anatomically fit correctly with the bike, I am now starting on the character model, so the controls of the bike correctly with its rider.
Here are a few screenshots of the initial blocking in of the bike and first pass of the front wheel and forks. These will be steam-punkd when the overall layout is correct.
11 November 2008, 06:58 AM
First pass of the front components of the bike.
11 November 2008, 07:00 AM
Base Mesh For Don Quixhote's head.
11 November 2008, 07:02 AM
2 hour's worth of zbrushing
11 November 2008, 07:10 AM
So I was going for a mid 50's (in age) spanish conquistadore look. Slightly overweight, and of course utterly barking mad. There are parts of this model I like and parts I dont, so hopefully I will be able to get time to put more work into it. He is going to be wearing some sort of helmet, but what exactly im not sure yet. Im thinking maybe he looks a little too serious. Ill post more updates as soon as I have them, and the storyboards and the concepts when I get around to scanning them.
11 November 2008, 02:12 PM
Don Quixote! Yes! I love this story. I'm looking forward to seeing the storyboards. Keep going!
12 December 2008, 06:30 AM
Modelling almost complete
12 December 2008, 06:40 AM
This is the closest that the camera will come to Don Quixote, so with the time constraint I dont want to go into much more detail with this model. He is going to be wearing a hat, and steampunk goggles (maybe), also Id like to include a Salvadore Dali-esque moutache (depending on Lightwave's new Fiber Factory - any tips for a twisted moustache greatly appreciated !), so I think extra detail would be time wasted. The texture map is the important thing now. There are a few areas that I would like to change about the model if I had forever to complete it, but for now I think they are going on the "if I get some spare time" list.
Any pointers or crits appreciated.
12 December 2008, 07:00 AM
...just to show things always dont run smoothly !!
12 December 2008, 07:16 AM
Thought Id post this to show things always dont run smoothly :surprised
Re-looked at the storyline and DonQ is meant to be tall and thin, so using the powers of Zbrush I gave him the Jenny Craig and he lost 20 pounds.
Exported into Lightwave and setup the displacement no problems, but then 2 days trying to learn Fiber Factory. I THINK im getting the hang of it now. Appart from the eyebrows (ahem!)
To do list for this character.....
The eye sockets arent round enough to fit the eyes. Id like him to be a little more pale and have dark rings around his eyes. Im goting to re-do the fiber guides and also add sideburns.
Depending on the render hit I MIGHT give him a day's growth all over his jawline.
Im having trouble with the fibers and the lighting - if the fibers arent directly lit by a light they are rendering black. So no radiosity then....anyone with any tips please drop me a line !! (Lightwave 9.5 and FiberFactory).
I am going to give this guy a classical conquistadore helmet, with steampunk additions for glasses and maybe a hearing aid or something.
Anyhow... keep up the good work guys and gals - some of these entries look amazing.
12 December 2008, 09:20 PM
Displacements seem to always be a problem.
The skin and shading is starting to come nicely though it looks like your head is still rather bloated. Maybe somewhere in the progress your 50% greyscale in the displacement map got a little lighter or darker? Should check it to see if its alright. And the hair, do you add the hair to the same mesh that gets displaced? Not sure but i don't think this is kind of the way to go. Will get a lot of unpredictable results. Had that problem too once cause the surface normal directions change at rendertime and this is important info for the hair placements and directions.
cheers and good luck with the workflow probs
12 December 2008, 09:58 PM
Nothingness - well spotted :thumbsup: - that is EXACTLY what I did.
I was TRYING to get the feel of a thin guy that is old - spare flesh but not excessively fat. I had this problem on a previous model and thought I could use it to my advantage, so I auto contrasted the displacement in PShop and quite liked the results. I didnt think anyone would notice !
Jees ! you cant get away with anything these days :blush:
The hair problems are just my inexperience with this kind of stuff.
I was a games artist for years and never got to play with anthing like hair, but thanks for the pointers.
I am using the base mesh for the base of the hair guides and bringing them into Layout as 2 point poly chains. I think I have worked out what is wrong now, but havent had time to play.
I keep updating & thanks for the advice.
12 December 2008, 07:12 AM
test render. 2.5 minutes Lightwave 9.5 steam powered pentium 4 Hair GI etc etc
12 December 2008, 07:17 AM
No time this week, managed to correct the eyebrows and goatee. Going to add sideburns and tash. Going to maybe add steampunkish glasses to the helmet. Have to correct the sides of the eyes, from this angle you cant see it but there is a hole that needs filling. Need to correct the ears intersecting the helmet. Maybe ill have more time this week. Maybe add a huge feather in his hat. Need to textrue the ruff around his neck. I dont know if i like it. Any opinions appreciated.
12 December 2008, 05:57 AM
Reworked DonQ. I didnt like the way the main character was going, so Ive removed the spanish theme and started on a more steampunk one. Almost complete - and with time off over the next few days Im hoping to get more done.
12 December 2008, 06:02 AM
Heres a draft version of the engine of DonQ's penny farthing, modelled by NForce. There are more details n the way like dials and valves. I Cant wait to see this start coming together over the next few weeks. After these comes the demon steampunk windmill... which I only hope comes close to what I have in my mind's eye.....
12 December 2008, 06:57 AM
Beginning to place the elements for DonQ's body. Thought that 'steampunking' somthing would be just a case of adding pipes and valves. It is WAY harder than I originally thought. Trying to add detail with a purpose is difficult.
Anyhow any opinions would be greatly appreciated. I still havent nailed the hair - and Ive just realised that if i do it the way I have when the eyebrows move the hair will not move with them. Oh well back to the drawing board ;)
01 January 2009, 04:52 AM
Penny Farthing Update. Trying to make the engine and DonQ fit together properly..... fingers crossed !!
01 January 2009, 04:55 AM
Overall shot of the penny farthing. Have to add the engine, a footrest, the handlebars and some control system. More soon :)
01 January 2009, 04:32 PM
This is more a housekeeping update. The model was becoming stupidly detailed - weighing in at over 250,000 polys and not yet finished. Im becoming concerned at how much more there is to do over how much time there is left. Ive pulled over 50,000 polys out of the model, and am now going on to fix the engine to the frame and add the controls.
01 January 2009, 04:32 PM
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