HARDCORE MODELING!: 80's cartoon: Smurf madness!


#21

haha thanks Pyke


#22

Nice Progress Rage, the mushroom houses look cool aswell


#23

Well, I’ve been toying around with environment ideas. I expanded on my sketch of the 2nd house I posted earlier to see if I can get a feel for it. Not sure yet if this is what I’ll be sticking with but I figured I’d post it for crits. I may yet still make a village that I can drop the smurfs into and make a diorama of smurfs in everyday action, or stick with my original of having a family portrait of the smurfs in front of one large building such as this:


#24

Hello to a fellow modonaut too, you certainly have chosen to do a lot of characters for this!! Good luck and so far so good, keep up the good work…


#25

oh man that smurf freaks me out lol! its like a perverted, dirty old smurf :slight_smile:


#26

Lol, “Hey kids, what y’all smurfin’?”

Looking good Rage. That is the fanciest Smurf house I ever seen.


#27

Taken from “King Smurf” when Papa Smurf heads out of the village on an errand and Brainy smurf Declares Himself King and brainwashes all the smurfs into building him a palace.


#28

I think your first mushroom house concept would go along better with your more realistic/less cute smurf design. The second one is rather cartoonish and seems to be the opposite of what you’re going for with the smurf’s design. Both are good, but it just seems the first one fits your concept better to me.


#29

Thanks Wanders. I will keep that in mind as I block out more ideas.


#30

Well Modo’s sculpting crapped out on me (as I expected it would) so I had to dive into zbrush and get it done that way. An entire night lost remembering how to use zbrush, then running a pile of tests to get the zb-modo workflow just right. I don`t know why, but I’ve never managed to get it right in the past, and tonight was the same frustrating hangups. I redid my UV’s several times to get it right and alas this morning I got some results. They’re not GOOD results, in fact they’re prety bad as I was getting tired of sculpting and resculpting just for testing, but I figure I should show WIP’s of my failings as well as my successes. So here it is:


#31

Nice entry so far:) i really like your buildings , smurf seems little creepy :smiley:
i don’t find this human shape-muscles and too much detail on face working good so far, but its wip so go on with what you like :stuck_out_tongue:


#32

Man I hear ya. I still haven’t mastered the LW->ZB pipeline yet. I need to test a lot more this time so I don’t end up with a super-res model I can’t do anything with in LW.


#33

I agree with the previous post about the less cute mushrooms being a little more in theme. Sort of more toadstool and less mario power-up :smiley:

Although having said that I think you could use what you’ve done on the big house already and just tweak it for a combination of bloat and stringiness.

Really looking forward to seeing how the individual smurfs get their characteristics :slight_smile:


#34

I know exactly what you’re saying. I was thinking of just getting the geometry I needed by subdividing and sculpting directly onto the mesh in Modo. Only with 10 smurfs at a million polys each, trying to pose 'em all…I shudder just thinking about that. Well tonight I’ll try GUV tiling in Zbrush and see if I can make use of 'em inside modo.


#35

Well it seems that the problems I was getting was due to my UV map. It all looked good laid out but I guess sometimes you have to ignore the process and worry about results.
-Using GUV tiles within Zbrush I quickly gave my mesh a new UV set and got to sculpting randomly. Rendered out an AO pass as well and within Photoshop I tweaked the levels to get a something I could examine more closely and try and find flaws. The Disp map works perfectly.
Render took 1 minute 32 seconds with the following enabled:
-Global Illumination
-Ambient Occlusion
-subsurface scattering
-displacement
all on low settings.


#36

Great result Rage. So dark though, menacing. Now you need to write down what you did so will have it next time.


#37

-I just used Group UV tiles in Zbrush. For those that don`t know it assigns a square for every poly on the UV grid. Unreadable by the Human eye, but effective.

I was a cook for 6 years then a Chef for another 7 so I decided to start with Chef Smurf.
Displacement is turned up a little too high but I didnt have time to render out another. Seems to be some tearing in the ear so Ill have to fix that :banghead:

-Rage


#38

OH wow, that face with that hat is a great contrast. Love where its going.


#39

Thanks Wyatt.

Ok, ignore the apron, it inherited the displacement shader from the smurf because I forgot to give it one. Apart from that, I believe I’ll leave Chef Smurf alone for now as he’s mostly done-There’s still a few things to do, but I figure I’ll take all my characters to this level, then tweak a bit or a lot depending on the time I have. Perhaps I’ll move on to Smurfette next to apease all you dirty dogs!!

More to come

-Rage


#40

Looking better now you’ve toned down the displacement from the previous post.

You’re using IES lights here? I thought IES lights only gave the spread of light you would find from i.e. a lamp!?

Looking forward to seeing Smurfette…