Beast of burden - character - ZrO-1


#343

lookin sweet as usual.
Envelopes need tweakin (I know you were just about to do that, i know, i know, I nag like a b__ch.)
I like the slightly stylised length of the cowboys legs and the lumpy cloth, with the shine on the pants it looks like they were made from chocotate. hmmmmm chocolate pants! that could sell 4 sure.

Keep them updates commin.

and kill the blue writing on your signature, it’s spinning me out.


#344

hey hey!

Looks good man as usual! I love the bug…

as for critique, I’m finding that the cowboys clothing’s looking a little odd, almost like plasterseen (spelling?). Sorry i couldnt put this 2 cents in sooner… i’ve been away :). I imagine maybe you’re still tweeking it. All clothing has a part it rests on where the cloth is at the skin and a part that drapes down. for an example, the cloth on the right leg at the shin should be against the skin right and the underside would hang down… good ol gravity. It might just be that the cloth on the shin is a but to bumpy.

But then again, others could argue it looks fine and they’re probably right… it just looks weird to me. and hey, this could be a forein world where gravity doesnt apply :).

Hope this helps ya! Keep up the wicked work man!


#345

Hmmm
I think I’m going to have to rebuild my coyboy’s body completely from scratch. The jacket and chaps are actually part of his chest/torso and legs. As far as how I rigged them they might as well be part of his body (also they look like $h!t). So I’m going back to the drawing board. I’ll keep the head, hat, hands, and boots and I’ll remodel the body.


#346

Oh, man! Your beast and contraption look so sweet! Nice touch with the skeletal remains in the desert. Hilarious! I have to say it’s a gutsy move to redo the character this close to the end, but you’ve got such a kick-butt entry, I hardly think it’ll hurt you. Great work, ZrO-1!

Steve


#347

I just wanted to let you guys know what I was doing. I’m following like 4 different tutorials on modeling a human (two body tuts, a hand tut and a foot tut) but mostly I’m using the technique used for the Joan of Arc tutorial. I’m going to have the clothing be actually separate geometry from the body. Maybe if I can figure out how to use it, I’ll use Maya Cloth for the clothes…that would be the best I think. So far it’s coming out much better than the first version. Second time’s the charm I guess. Of course we’ll see how the rigging works out :hmm:
Anyway, I’m so tired now (it’s 4am) that I’ve had to retype half of this post. So I’ll post some pics once I complete the new body. I’ll be sure to show both the LPM and the smoothed versions.


#348

hey i understand your frustration because ive been there too(im sure we all have) . i dont want to talk you out of restarting the model, but if i was you i would make sure everything else is COMPLETELY finished before you start meodeling a new cowboy, that way if you run out of time you can use the old one and your scene wont be effected by not being totally finished. just trying to help out:) :slight_smile: , and good luck


#349

Hi Zro !

i looove your Beast !!

it made me nostalgib (remind me some ZOïD games…)

great design…

just a little thing : the skull head and the bones on the way are copy… perhaps you may change some details in order to make some individual parts…(arf my english s so bad)


#350

:eek: I Love the details on the beast and remainder of the scene!
nothing to say… It’s a GREAT work! :thumbsup:


#351

can’t believe you are rebuilding your cowboy…now that is dedication! scene is looking really great! can wait to see this new guy! is that supposed to be canvas on the covered wagon…just curious…it looks a bit like bubble wrap…maybe decrease the size of the bump…unless you were going for that futurist canvas/solar covering look then I think you should leave it the way it is!..overall coming together!


#352

OK guys, I have half of the body finnished in low-polys. A friend of mine from school (who does people like it’s nothing) came over and gave me some pointers on the modeling workflow. One thing I ended up doing which worked out really well was modeling up to the joints. For example I would model the arm up to the shoulder and wrist. Then I’d make the hand and model it up to the arm. Then I would join them using the “append to polygon” tool. I then made the torso half but stopped at the shoulder. I then sort of modeled the arm and torso towards eachother and finally joined them like I did at the wrist. I did the same for the leg as well.

Here’s the pic:[edit] grr wrong pic…[/edit]


#353

HERE’S the pic:


#354

it’s looks very nice…but i m sad snif snif…a cowboy is dead…another is born lol

Great low poly ! you re courageous !:scream:


#355

Well, all day and 2 versions later I have modeled the new head. This was my first time making eyes, so it took me a while to get them right. Anyway here’s some pics:


#356

Here’s a slightly wider shot:


#357

And this last one is the obligatory screen cap. This is the whole body half in low-poly before mirroring:


#358

Nice piece of a modele here. Would happily crit this but how could I I’m not so good :stuck_out_tongue: . I’ll just say that I simply love your wooden contraption, it makes me jelous :slight_smile: . As for the cowboy he’s also excelent but compered to the beast he could be better. Keep it up. Greetz. Seen my best?


#359

To be honest Zr0-1, I liked your old model, regardless of the hitches you had with it! I’m sure the rework will come out great. It’s going well so far!

:thumbsup:


#360

I thank you guys for your praise. Rest asured, once I cloth the new cowboy, he’ll be even cooler than the first one. :smiley:
By the way, is it just me or did my cowboy’s face end up looking like the actor Peter Weller? :surprised


#361

yes indeed that’s peter wellers brother


#362

I am impressed with your heads first mentality. Welcome to the world of modelling humans. Dont we all wish that ability to pin down the forms instantly.
Have you thought about the ridge of the nose on him? Looks way to thin for me. But it could also be a character trait. (I presume you are using an instance for the other half when modelling, otherwise you easily end up with these wierd proportions). ok. ok. I know that was a stupid question. But you never know.