UGAC - Megaman - chumble spuzz


#61

yes sir thts a reallynice MM villan u got goin there looking forward to seeing it et textured w000t

oo sweet i made it into the 5th page Yesss!


#62

Hey, guys! Thanks for all the input! BoilerMan’s coming along pretty nicely, though I’ve been having a bit of trouble with the skeleton (it’s a LOT more complicated than I thought). So, I’m counting on having him skinned and rigged with some basic IK to make posing that much easier, but unfortunately that leaves no time for unwrapping/texturing. Yes, it’s been that kind of battle. So, BoilerMan is going to be cell-shaded. It looks pretty good (since I’ve ended up using 7997 triangles!) but I’m losing some detail in the grills…if I have time (and energy) enough, maybe I’ll unwrap those and try to get some of that definition back.

…okay, immediate update. :slight_smile:

I may have found a solution for my GRATE problem. (please place you laughter in the jar marked “for pity”). I’ve altered the mesh and colored some polys to help get the message across that “hey, these are vents.” Note the difference between the right and left shins.

Now, I’m fighting the urge to remodel the “mouth.” I really want to.


#63

i like the toon, but i duno, when i thought boiler man (now anyways) i thought of silver/red/black. THis may or may not be too late to adjust.


#64

Well, my original idea was that he’d glow red when charging up (or something), but I can give your idea a shot, no prob. :thumbsup: (Who knows–it just might be amazing!) My thoughts on the blue were that that’s the closest thing to black iron (like an old steam engine–my main inspiration) that I could get without actually using black as a main color, which, imo, is not a great idea for this particular subject matter.

…in other news, I think I’ll have that mouth problem LICKED before long! Somebody punch me. :shrug:


#65

i hope we get a chance to see it textured when u get more time it’ll look awesome


#66

Oh, believe me, I’ve got something in mind already. :thumbsup:


#67

Man, I am coming in on a wing and a prayer here. I’ve fixed the skeleton, but now I get to re-weight the hand and legs. Hopefully, I’ll be able to sort all this out and pose him for a render and photoshop a decent page design to compliment all his sensuous curvature…

Here’s hopin’…


#68

I really like how the model came out. nice little details like the hatch and the gauge. good luck on the final stretch here! I’m almost done with the modeling phase right now…I’ll get it unwrapped and textured somehow (i’ll be skipping the rigging part it looks like)


#69

Gah…maya is totally wigging out on me. Painting weights no longer works (well enough to say that it does). I am being forced to use the component editor to re-weight the fingers. It’s taking forever, and I still have to re-weight the legs…I don’t know if I’ll make it at this rate. :frowning:


#70

:applause:

Things are looking up.


#71

im very happy about this as well, but I skipped a class last night to finish up this guy, reading that this morning made me work overtime at the j-o-b.

oh well atleast its getting there finally


#72

boiler man is looking great. Keep it up.:slight_smile:


#73

Quick update:

WEIGHTING IS DONE. FINALLY. :bounce:

Now, all that’s left is some light rigging and the renders. Almost there! :thumbsup:


#74

Don’t forget to give him the classic pose, one arm straight back the other crossed in front. They used it alot in megaman. This guy looks great.


#75

YEAH! I MADE IT! WOOHOO! HAPPYTIMES! :thumbsup:

I feel perdy good. :smiley:


#76

the final submission is top notch , you really got the cel-shading to work for you. all he needs is a little steam particle effect.

chumble-spuzz for the win?


#77

Hes got my vote. Wish I had more time for my entry :confused: Oh well Se la vi.

Great work Chumble. Your character would fit perfectly into the mega man universe.


#78

the others are right, the cell shading is great. i would like to have seen a metal texture on him for super life like appearance. it’s cool either way.:slight_smile:


#79

I have to say there are a few things bugging me about this model. It is well done, and there is nothing on the technical side that bothers me about it, but a few things on the art side are putting me off to this entry. I know the comp is done, but perhaps this would help for future endeavours.

  1. Your model is almost at the 8,000 poly limit, yet there is very little actual geometry detail. You used all those triangles to make the model very smooth, but they could have been put in other areas to help out more. Modeling rivets into the “boiler”, modeling in some dents in the piping to help have the cell shader accentuate it. Putting something inside him, for instance, instead of using all those polys to model out the hinge wouldn’t make him so hollow looking.

  2. Cell shading doesn’t make you exempt from putting lighting information into the texture. On the dial you could have put hatch marks to help it read better as a heat indicator. His inside color is the same as his outside, and the cell shader itself doesn’t help to show that, the door is lost in your rear view beautey render as well as his hip area. It looks like a gray blob with no definition from that angle, and a bit of shadow would have gone a long way down there. The vents are lost when it is not in an angle to show the black stroke, as well as smooth and “plastic” feeling over the rest of his body. Adding in your own lighting into the cell shader would have helped you pop out more of the details on the character.

I deffinetly dig this model, don’t get me wrong, thats why I’m being a nit-picky asshole. I think you could have pushed this farther for a much more polished finish.

Otherwise, good work.

-V


#80

Hey, Vorge, thanks for the hefty crit!

My personal goal for this comp was to help me get better acquainted with Maya, as I’m reasonably knowledgable only in the polygon and NURBS modeling aspects of it. I suppose in that sense I failed miserably due to the fact that I spent so much time modeling that I didn’t even get to unwrap and texture him, though I did learn a great deal about building a skeleton and some more about mesh weighting, which was cool. I do plan on fleshing this guy out more fully, and exploring those areas which I neglected in order to make the deadline. And I really want to build an animator-friendly rig.

For the record, I so wanted to put rivets on this guy (still do, in fact)! I also wanted to do a normal map and–well, you’ve probably read those parts in the thread where I drastically changed direction. But I’m gonna take a break from BoilerMan for now (so I can finally play Okami, and just plain relax). I’ll post a wip thread in the game art forum or wherever it should go and hopefully soon I’ll flesh BoilerMan out to what he really should be. Steam effects included!

Oh, an by the way, it turns out I never actually finished weighting the hands. Yeah, I forgot to do the second knuckle of the thumb. The things you find wrong with an hour to go, I tell ya. :rolleyes: