HARDCORE MODELING!: 80's Cartoon: G-Force


#4

Great to see you tackle another kind of style!

In regards to Bruce Lee, great reference, but dont forget that he was rather short and very light/small. He had so very little fat on his body, that he looked huge muscle-wise, but wasnt really. You might run into some trouble when working out the proportions for a bigger fellow if you don’t consider that.

Cheers!


#5

Hey there Felix,

Well I kind of feel as tho’ I’m entering a HARDCORE challenge I should really push the envelope and feel like I am cheating with DangerMouse as they are simple models. The only hard challenge there is getting an iconic 2D image into a decent 3D representation.

Thanks for the tips on Bruce Lee, I hadn’t realised to be honest, I just thought the lead guy in G-Force had a slender frame with slight muscle mass. I’ll see how I get on but do you have any other suggestion for reference? i.e. should I really search for 6’ guy, toned!?


#6

Damn Scott, You’re all over this Forum. Starting a 2nd? why not start up a 3rd while you’re at it! Hehe.

Nice Block so far. Your toplogy seems to be working for you. Can we get a wireframe ss?


#7

Damn, it appears it was from the 70’s, no wonder why I remember getting excited when-ever I heard the theme music start!

http://www.youtube.com/watch?v=FoO5H_UKCrw - theme tune
http://www.youtube.com/watch?v=SjzJqp0gd3E&feature=related - someone said this was a 70’s version

Ahh well, I’m going to still go on with it to get me out of my comfort zone.

@Joel, yeah I’m pretty active at the mo’, but it could all change so I’m abusing the challenge while I can. The body is nothing special at the mo’ as I’m just blocking it out, I will worry about poly flow once I get something I’m happy with, I’m enjoying using the wacom whilst shaping :slight_smile:


#8

yeah, wrong time zone mate … looked like a good start though

you’ll need to start another thread now …:slight_smile:


#9

Lol indeed. Hmm, Danger Mouse, G-Force then… Dudley Doright! :smiley:


#10

Damn, too bad its from the 70’s. Looked like a great start!

In regards to Bruce Lee as reference, if you keep his real-world dimensions in mind, translating them onto a larger frame should not be that much of an issue. It just wont look the same, which can be the cause of some real frustration until you realise the size issue.

Cheers!

PS: Now I’m real curious what else you’ll pick as a 2nd entry, if any at all! :wink:


#11

Nooooo way I’m going to start a 3rd, I think I’ve got enough going on now :slight_smile:

@Felix, you’re right, already it looks wrong but I think when I start adding details it will start to look a bit more normal. Haha, just realised you are a Bruce Lee fan!?

I’m going to crack on with this, not fussed that it won’t be eligible for the challenge…


#12

That’s the spirit! It’ll be great to see both of your projects take on form over the next few weeks, regardless on whether or not this one will be eligible for voting. Not that the votes matter anyways really. The real gain is in the experience and the effort. :slight_smile: To tell you the truth, I was considering a second one myself, but time is a problem, as I really want to deliver something finished this time around.

Of course I’m a Bruce Lee fan! The man was great and almost everything he said and wrote makes incredible sense. I adored him when I was still active as a competitive athlete in the martial arts and I owe a lot of my success in training and in the ring to his written instructions.

If you really want to replicate his looks, model him to scale with appropriate proportions based on head size. That should work.

Cheers!


#13

I have to do this, but G-froce aka Gatchaman is from the 70s

http://en.wikipedia.org/wiki/Gatchaman

You can finish the model, and post it on the voting thread, but It is not elegible
to win any of the categories.
-R


#14

@Roberto, yeah I’m aware thanks, no worries as it is now just a personal challenge :slight_smile:

Latest update, the sculpty bit is very rough, I wanted to know if I could get away with using modo to sculpt (currently 127,744 tris)! I can get upto 2m poly’s so I think I’ll be able to add the definition I want…

The left model is the base mesh, currently 1,996 tris and the hi-res version is on the right. I’ve still got finish the base mesh off, add facial details and arms, define the legs and back a little more.


#15

Looking good for a first pass, Scott!

I’d say, you’ll hardly need 2M polys to get him to look right. I find that for silhouette and contours, I usually dont have to step up to more than 100-200k (quads). After that its tertiary detailing, which after all does require a lot more depending on the desired detail level. I’m not sure what kind of detail you want to achieve but agree that you’ll be more than fine provided Modo allows for a decent sculpting workflow.

Keep 'em coming!

Skol!:arteest:


#16

Slow going this one, I haven’t done any human modelling in ages! I’m having trouble getting my head around the face at the mo’, but I’ll get there eventually…

For now the base mesh (with a few nGons to be sorted) :-


#17

Latest version, had a bit of time to sort the head out, currently at 1st pass and will hopefully get the ears done later tonight. A few n-Gons to sort out too before I start to think about UV unwrapping and then adding further detail via sculpting…


#18

That’s me done for tonight, pretty damn ugly at the mo’, hope to get some refining done tomorrow.

Bye for now

edit

I had to come back and change the flow of the face, got rid of all n-Gons now :slight_smile: Definitely done for tonight…


#19

we’ll see … :wink:

looking good mate.


#20

Hey Scott I don’t know if you have seen this but you might find it useful.

http://hhssuu.cgsociety.org/gallery/423647


#21

Modo’s mesh sculpting is great. Modo’s Displacement Sculpting is balls, though. It takes a different approach to sculpting than zbrush does, excluding vector based displacement (for sculpting on sculpted areas). Here’s how displacement sculpting works.
1)You need to lay out your UV’s.
2)You create an image and choose an image size, and set it to displacement, or vector displacement
3)sculpt.

This way, As you Sculpt, you’re actually painting a displacement map in real time, almost like a blendshape. I find MODO seizes up REALLY fast with a 2k map at over 1m polys. I think the painting engine can’t handle writing an image file AND displacing geometry at the same time.
If you pose your lowrez model beforehand, however, and simply use mesh sculpting, which doesn’t give you a displacement map, but you have to worry about a Highrez mesh, you should be fine.

Good luck on this entry’s progress Scott.


#22

Thanks for the link Angel, fantastic piece and something to aim towards :slight_smile:

Thanks Joel, I won’t be using displacement painting unless 401 is upto the task, I think I’ll sculpt using a dense mesh and then bake the normals to apply to a less dense mesh than my current one!

Obviously this will never be counted but a few things came up and I only had time/inclination to finish my other thread. Here’s my latest update and I will continue with this piece at a leisurely/learning rate for a semi-realistic look, if not photo-real!

edit

Will these threads remain active or will I need to post in my own seperate 3D WIP thread? I’m thinking it might be best to move over to a new thread.


#23

Hurry Hurry Hurry you only have 24 hours left :slight_smile:

Yeah Modos sculpting tools I tend to use quite sparingly. Mostly I just incorporate them into my poly-modeling workflow. I cant wait for 401, though. I haven`t seen anything on the luxology 401 preview saying that they’ve worked on the paint/sculpt though. Hopefully in future updates on the preview we’ll get answers.

-Rage