+Taron+Gjpetch+mv+ collaboration thread


#73

No worries, I know it is. Seems like Taron is the only one of us who can work REALLY quickly.
Just thinking, if we defined the three sections before we started then we could all model at the same time rather than waiting in turn, which could make for a faster process.
Oh, and it would be fun if we each painted texture maps too, maybe next round!


#74

well, I think it’s important to get the proportions / base of the of the previous part(s) of the model though.


#75

Yeah! Thats a kickass model for sure :slight_smile: Evil devil.

Oh, 130 drawings? I really would like to see those! ALOT :stuck_out_tongue:

Are the three models going to be in the same scene? I mean, a scene with some nice environment and stuff like that? That would be awesome.

Keep it up guys! :thumbsup:


#76

Yes ! Awesome, totally weird and wicked creature you guys made here ! Can’t wait to see the two others… Keep it up !!

mouj


#77

Incredible character! Looks really cool and unique. Stunning work.

EDIT:

HAHA. So that is how m@ works. Should have known. Only that way results can be 100% fantastic.


#78

Here’s the base model we used as a start :


#79

Hehehehe…man…I’m still treating this as a big test round…legs took like 20 minutes, 25 tops…

I’m still planning to refine the head and the torso I made…man…the torso’s gonna be fun, too…a bit creepy, but really fun I think!

Well, that was how I was envision it, though. Everyone does a part, pushes it to the next over and so forth…in no time we’d have three characters…totally crazy!

Well…I guess I’ll have to start scanning them sketches…Chris and I were going to do that anyway! :wip:


#80

m@ trying to merge Taron model into his scene :

http://www.youtube.com/watch?v=M8pR1rZZHEs

Holy macaroni… what on earth is this kid doing ? :eek:

mouj


#81

Here’s the base model we used as a start :

Shit…You guys rock, how this piece of crap, ends in a such original character? Congratz dudes! :scream:


#82

PIECE OF CRAP??? HOW DARE YOU! :banghead:
It’s a beautiful full-human canvas with 782 polys fully deformable/animatable and the grace of an angle pouffy sweet…so utterly nondescript in every area of its shape… it’s a piece of crystal, unmarked, unedged, unpolished… a piece of crayon, ready to paint in the hand of child and adult alike… a piece of crude oil, ready to be turned into gasoline and to be fought over…a …yeah, it’s kinda like a piece of crap, ready to be thrown by angry monkeys, true… :scream:

Believe it or not, it took a little longer to conceive this one! It’s made with some care, but it’s not really easy for everyone to see that… :wip:


#83

Hehe :smiley:

Hey Taron, did that character (the rendered one) included only the last level of displacement of zbrush, or did you exported more that one map from zbrush? And how many polys? Is kinda awesome to see the base mesh, and the final one!


#84

Nope, it’s actually a render of the 782 polygon model, Metanurbs turned on and the three displacementmaps hooked up…everyone has the alpha depth factor from zbrush (or something that appears to be right, Matt!) and the bump/displacement level multiplied it by the usual little offsets (2.0 in this case!). Took only a couple of minutes to hook up and render the first test. Then I put a bone setup into the guy to pose him a little adn rendered again…voila! :smiley:


#85

When you turn on metanurbs in lightwave you actually are dividing the mesh, so, 3 million, 4 million? :slight_smile:


#86

Man… love it!
remind me of this concept i was trying to put together for the Seven Deadly Sins of Man!


#87

Well, this is messiah:Studio and it does the same thing, of course, except faster, of course…haha…but you actually animate and work with the lowres model. So effectively it is just 782 polygons, but at rendertime the subdivisions boost it up to millions…probably…hmmm…oh wow…this one according to my quick calculation renders at 51,249,152 polygons…and it only took I think about 3min to render with radosity, translucency and raytraced shadows… that’s pretty fine, I’d say…hehe! :wink:


#88

Yeah, nothing beats geometry, and a good program do deal with it.


#89

We want more! This empty space is killing me! :scream:


#90

Okidoki…here’s character Nr.2:

Head - Greg
Torso - Taron
Legs - Matt



#91

thank f^^k for you guys. we still get ti see some art round these parts!


#92

HAHAHA, what does that mean? I hope it’s a good thing! :applause: