Grand Space Opera 3D Entry: sam rossetti


#30

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"Merci pour le C&C et bosse ton anglais "
roooh l’autre…

t’a deja de la chance que j’ai daigné d’essayer de jeter un coup d’oeil a ton truc… :cool:
non plus franchement, pour les textures j’imaginais bien qu’elles étaient pas definitives, mais j’essaie toujours de descendre les gars lors de leur WiP et c’est mon argument n°1…

zut alors maintenant tu vas pas te gener sur mes prochains WiP :smiley:

Stay Wild!
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#31

Mmmmh ! good start !
I’m waiting for updates…


#32

Sam…I like the idea of opening up more…More space,it does not have to be endlessly large,but enough to give that Space Opera feeling…Sometimes when things get too large most is lost…Just keep a nice balance of Foreground Background and that all important middle ground…The middle ground leads the eye to the back-ground and allows the eye to leave the foreground and then get to the back-ground…Too many cases I notice the middle ground is left too open…

Well it’ss good to hear you will open things up a bit more,I’ll check back later…:arteest:


#33

@deadly force: thank you, I’m also waiting for your first shots

@virtuoso: Thank you for the advice, i’ll keep it in mind

…back to the mine :wip:


#34

This is a most interesting take on the theme, and I do have a soft spot for this particular type of traditional japanese design. The only problem would be to open it up for the ‘grand’ bit of the brief, though I see you’re already brainstorming for a solution. Keeping an eye on this. The modeling looks really solid so far.


#35

@JamesMK: You’re right about the “grand” side of my project i have to improve it. As Virtuoso gave me a good advice i am going to keep it in mind while thinking it over. But it doesn’t change the modelling part of the project so i have some time before i’ll improve that part.

I’ll post an update for the guy real soon.


#36

Continuing the guy’s armor; i’ll finish the hand for sure but i don’t think i’m going to go below the knees; unless i need this guy standing on his feet on the definitive picture… so far, even though i’ll upgrade my concept sketch soon, this guy is supposed to be as drawn. So no real need for feet. I’m trying to model only what is needed for the picture and i have 3 more character to do :argh: (and a lot of tweaking for sure… 2x :argh: ), so i won’t loose the precious time left with unused geometry.


#37

the hands, not too accurate but as it won’t be really close from the point of view… anyway, i’ll add some detail with the texture i guess.

thanks for your comments


#38

Good modeling! This is shaping up nicely :thumbsup: Only crit I’ve got to offer is that his belly looks a tad bit squarish. That aside, it’s pretty much perfect.


#39

Thank you JamesMK,
you are right, i think that his belly is definitely too squarish… i’ll do it again. But i want to start his hips first to know how i’ll need to model his belly again (for example with a belt it’ll be different than without…)

Thanks for the comment; it is very helpfull when it come to parts we are not sure of :thumbsup:


#40

Right on. We’ll see after the belt comes on then :thumbsup:


#41

Here’s the guy finished; i’m now going to start the lady. I may change some stuff when all the characters will be modeled (of course the textures will ahve to “fit” together).

Let me know if you feel something is wrong.
C&C most welcome


#42

yeah!!!
the modeling is very good, good work.
but…the head is maybe too big compared to the body…


#43

Here is a side view for you CineMac4D, i think the point of view was making the head bigger… let me know if it is still looking to big.

What do the other guys (and girls) think?


#44

@ CineMac4D : …and great to read you in english :thumbsup:


#45

Coming along quite well sam…Some nice modeling,this will be quite nice,and match your concept/story very well…It’s good to see,I think your idea is unique and it’s good to see some nice modeling to match your ideas…:arteest:

I think the proportions are right on,the side angle shows this very well…For me I seem to always go for the caricature style or the human/toon cross,the realistic toon,so I almost dont know what real proportions are anymore;) …But in looking at your’s i think they are just fine…:cool:

Keep it up,your doing a fine job,see this to the end,I think it will be something for you to be proud of,I’ll be watching as you go,you can count on it…:arteest: :beer:


#46

@Virtuoso : thanks for your comments and support! It’s really helpfull and pushing forward when you know people are following your project’s evolution, thanks again.

Here’s the start of the mean lady. I’m not happy with her face, i tweak it soon to give her more wrinkles. I’m now fighting hard for the cloth material modelling :banghead: …
:wip: :wip: :wip:


#47

That armor suit looks really cool you know !
Maybe I have a small crit to make :

Your characters seem to be well proportioned but there is something wrong with their face.
In fact it depends of the look you them to have. I think that their head, I mean their face is too flat. It should not be very difficult or time consuming to round their shape assuming that you want some realistic looking heads (maybe by pulling the nose ahead and moving some points at the corner of the eye backwards).

Anyway your work is excellent so far and I must admit that those squary looking heads fit nicely with the shapes of the armors.

See ya !


#48

Hi Deadly Force,

yes the faces are really flat… it was an attempt to give these guys some asian look; unsuccessfull obviously :blush: But as you said it is not going to take a lot of time to fix that up. I’ll do some try and post the results with the next update. Thanks for your C&C :thumbsup:

BTW, i’m looking for a good tutorial or advices regarding unwrapping UV’s in cinema4D (bodypaint 1), since i’ve tried to make some texture for their heads and it is really hardcore. I’m more used to procedural textures so… :banghead:

Thanks for your tips


#49

I’m a Lightwave user so I’m not sure this will help you. But I guess the process of creating UVs is nearly the same in every package. The most efficient method is to unweld the geometry manually using morph maps. That is the most efficient method I’m aware of anyway.

There is a great tutorial by Joe Lertola (LW) that explains it :

http://www.joelertola.com/tutorials/tutor_frmset.html

However, for the mapping of the head (in LW) I often use a small plugin (unwrap) that makes clean cylindrical unwraps of the geometry. I then use cylindrical (of course) mapping. Not sure if such functionnality is available natively in Cinema4D.

Hope it helps a little. Good luck !:slight_smile: