HARDCORE MODELING!: 80's Cartoon: Ninja Turtles


#24

Thanks for the comment akhenaten. It will definitely be nice that I won’t have to do a different model for each of the turtles, but I plan on giving them a lot of individuality through the textures/poses. Soooooooo, time for another update.

The legs and arms are just roughed in, at the moment.


#25

Sorry for how long it took me to update my post. I’ve been pretty busy and finally have another chance to continue work on this project all weekend. So here is what I got today. All I have left is the lower leg and then I’m done with the base turtle model.


#26

What else ya have left to do to it?


#27

What do you guys think of the exaggerated clavicle? I kind of liked it but my roommate doesn’t approve :slight_smile:

@ Oberyn- Well, I need to finish the leg, UV unwrap, Rig, texture, and normal map it. I’m hoping to finish the model, UV unwrap, and rig before I go to bed tonight.


#28

Hi.

Clavicle is too extreme for me - looks too out of place and ‘model like’.

Perhaps if you soften one end back toward the body and/or include other more extreme features it could work out.

Keep up the good work.


#29

As the clavicle is, it’s a little incongruous with the rest of your model. If you have to make it, at least make sure it extends to where it’s supposed to (acromioclavicular joint). OR, perhaps tone it down a little bit, so that you have these very shallow, rounded hills that gradually sharpen towards the center, most prominent at the sternoclavicular ligaments. So that it just hints at them, instead of looking like you popped an extrude on a couple of faces and left it there.
I’m not saying so much that you have to keep the anatomy in a cartoon realistic. It just doesn’t seem to fit the way it is.
By the way, the edge flow on your shoulder is great!

HAHAHA Oops, I stepped on Aaron. Sorry man, it didn’t show me your post until AFTER I replied. Not sure why, since your’s is well before mine.


#30

Ok, so I finished the modeling (besides weapons, which I plan on adding later). I tamed down the clavicle quite a bit, as well, so it is a lot more subtle now.


#31

turtle bobbleheads :smiley:

I wonder though, if you scaled up the hands and feet to a same value as the head, would that support your idea/design better?
Just to lose that mix and match feeling someone might get by looking at the head and body separately…
…just a thought i had :slight_smile:


#32

Stage- Ya, I’ve been trying to decide if I wanted to change it or not because I think it would really help the concept quite a bit. I’ll see how it looks and post images of it in the morning :wink:


#33

Alright, here is the model with increased hands and feet, let me know what you guys think.


#34

If you are going to try scaleing the hands and feet I would do it to a greater amount thicker maybe not just bigger.

Looking good though


#35

I agree, Mnartgirl. The hands were looking slightly off to me so I have already gone in and “fattened” up the fingers and slightly, the hand. I think it looks a bit nicer now. I have unwrapped the character and am now starting on the rigging.


#36

A quick little presentation of where I’m at on the model thus far since a lot of people don’t like reading through the post to see the progress :slight_smile:


#37

Clean mesh. Looking good.


#38

Thanks Zombie.

Here’s another update. I’ve been working with the textures.


#39

Hey looking good

looks like you have some typology cutting through his left knee pad


#40

Lol, you are very correct, mnartgirl. That’s because the rigging isn’t done yet. I rigged him just enough to pull of that pose. If you saw him from the opposite side, his arms are actually in some extremely ridiculous looking positions :slight_smile:


#41

Hee Hee Don’t you love when things look great from the camera but funky from the other sides


#42

indeed, I do :wink:


#43

textures are really looking cool. I would change the dots on his face (looking like a break out). Keep up the good work.