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TheWinterLord
10-08-2006, 04:09 AM
yeah, Fred happened. Take a look at the man's website, you will see. Everybody, time to step it up.

Pedro, you have to bring it. I'll bring my A game, but, oh my damn.

yeh i saw.... omg omg

de4dy
10-08-2006, 04:17 AM
I dont know whats so special about Fred's page I mean ok so he has experiance.
But everyone here can make things way better or as good as his if they really put the time and effort in to it.

simple_minded
10-08-2006, 04:32 AM
Ok, heres an update...... I modeled her head today during lunch and a bit after work...................



http://img19.imageshack.us/img19/7167/harleyheadom8.jpg



Did some smoothing and such.........



http://img512.imageshack.us/img512/3622/harley3zk7.jpg




I'll start the poly crunching, unwrapping and hopefully texturing tomorrow.......


!BAMF!

Thanks

!BAMF!

BiG ToE-3DT
10-08-2006, 05:01 AM
I dont know whats so special about Fred's page I mean ok so he has experiance.
But everyone here can make things way better or as good as his if they really put the time and effort in to it.


those is fighting words, does this mean you wont be dropping out of this one? Good...

The more people we have finish, the better.

simple_minded: whats the count so far. Also, toss a symmetry on the model instead of the clone, welds the seem for you.

Kalango
10-08-2006, 05:06 AM
Wow the contests around here are getting better and better! harley quin is rocking and a bunch of cgchat people joing in! hehe i will join the comps again when i finish high school..... great comp everyone!

simple_minded
10-08-2006, 06:36 AM
BigToe,when I checked out the poly counter, it said to much.........
Harley and the hammer are about 3800, so yeah time to chop
the polycount...... As for the seem, I'm unwrapping just half the mirroring......


!BAMF!

Thanks Again!


!BAMF!

sarN
10-08-2006, 07:00 AM
oo! cool challenge, since low poly seems a bit less ambitious than high poly projects, i think ill give this one a go! good thing no ones got this legend yet

http://www.ruggedelegantliving.com/a/images/Sean.Connery.007.jpg

and my class is finally over tomorrow so i will definitely be working on this!

Pedro Toledo
10-08-2006, 07:09 AM
Pedro, you have to bring it.
Are you kiding me? Now I wanna give up! :hurt:

Anyway, here is my first wip. Polycount is at 2802 tris.
I really need to rework his face, rigth now it doesn't look a lot like him, eventhought I'm doing a bit stylized version of him I need to get his features better.

Simple minded - Rally cool model!!

BiG ToE-3DT
10-08-2006, 07:52 AM
As for the seem, I'm unwrapping just half the mirroring......



not sure how you will be texturing her, but in the concept she has that checkered thing going, so unwrapping half might not work.

Pedro: you never disappoint.

freesupra
10-08-2006, 07:54 AM
simple-minded - you could cut down the polys by a few right away on the eyes, could try using a geosphere instead, but its looking sweet as
Pedro Toledo - your model is awesome, looks just like bruce lee, cant wait to see it finished

its going to be tough competition now with so many great models coming along

Brunobolin
10-08-2006, 07:56 AM
Hi guys, another up!!!
http://i74.photobucket.com/albums/i273/Brunomoura/sonic_08.jpg
http://i74.photobucket.com/albums/i273/Brunomoura/sonic_07.jpg

tomorrow i'll post the wire.

Pedro Toledo
10-08-2006, 08:27 AM
Thanks Big Toe and Freesupra! :)

Brunobolin - Your model is looking cool, but I believe you could tweak his hands a bit. Right now it's a bit boxy and all fingers are about the same size.

- FredH -
10-08-2006, 08:30 AM
Big Toe --> Thanks for the welcome:) This comp should be a blast! I always wanted to do a realistic character but I never had the chance. So when I saw this comp, I just had to give it a shot. I'll be starting tomorrow and I will be normal mapping my character.

Pedro --> Looking really sweet man. Even though he is low poly, you really captured his likeness. If there is one thing that seems a bit weird though, it is his eyes. They seem a little too close together. Besides that, top work man!

Bizob --> I should warn you, I have never managed to finish a normal mapped character for a comp thus far;) Maybe with 3dtotal, my score sheet will change hehe

Simple Minded --> Woh, she is looking really good so far! The transition from 2d to 3d is seemless. My only comment would not be a comment, but more of a praise... keep up the awesome work man!

_FreD_

BiG ToE-3DT
10-08-2006, 08:34 AM
I think we are all glade to see you stop by.

Hellhammer
10-08-2006, 09:21 AM
More Simon Belmont :D.

Currently at 2440 tris..and a lot to do XD.

Very very very cool stuff in here guys, ive learned a lot just by taking a look at those wips :eek:. Keep up the good work :wave:.

Edit: the image.... :o

BiG ToE-3DT
10-08-2006, 09:38 AM
Hellhammer: looking good, but I think the legs need to be a bit longer. They match the length o the concept art, but in the image, the legs are bent, yours are straight.

evil-98
10-08-2006, 12:24 PM
heres my progress on the 2f2f lancer evolution VII
alot of readjuting to be done. but i think it decent
progres. the wires are too messy to show :p

Seraphsys
10-08-2006, 12:38 PM
Heya, Im starting a tad later than most but theres still time. This guy is a henchmen. Nothing special just a new concept. Im looking forward to seeing all the final renders of all the chars:).

lucashug
10-08-2006, 02:26 PM
it's the begining...
i like your modeling pedro toledo and simple_mind.
good work everybody..

Jenova
10-08-2006, 02:56 PM
I think I'll do a lucasarts character, maybe manny.

RobRussell
10-08-2006, 03:10 PM
Arghh changing my model yet again, couldnt get bob to look right and I didnt want to shame the quiet stoner..... and so I will now be making:
SOUNDWAVE!

frostsnake
10-08-2006, 03:57 PM
-Rob russel-to bad your changin model, but I like your new choice! will he transform?

RobRussell
10-08-2006, 04:35 PM
He cant really transform into his classic cassette deck because of the huge difference in mass but i might try re-doing him a bit to make him turn into a big boom blaster

Vitor
10-08-2006, 05:09 PM
Wow, was really bored with no ideas at all, came across this competition and it's superb. It was about time to me start a model till end, hope it will be this time:

Just reserving my spot :D

http://www.depponline.com/imgs/scissor3.jpg

frostsnake
10-08-2006, 05:30 PM
isnt edward scissorhand already picked..I think some one is already modeling him -Vitor-
but you can still make him I think!
Robrussel- yeas scaling bones ist so easy I guess...a boomplaster transformation will be heavy-
"Autobots EAT this!!"
http://transformers.wikia.com/images/thumb/2/2a/Soundwave_mixalot.jpg/300px-Soundwave_mixalot.jpg

Vitor
10-08-2006, 05:41 PM
Arg!! i thought i was the first to pick him :( that rule on 2 people doing the same character is also abit scary, so i won't model the same model as someone else...

But, i've checked every pages, didn't read the whole post as they are kinda alot now, but could you point me who is doing him just to make sure? :wave:

freesupra
10-08-2006, 05:54 PM
Vitor : 3Danny started making edward scissor hands, check page 10, but the pictures he has seem to be not displaying so that might have been how you missed it

Hellhammer
10-08-2006, 05:54 PM
Thanks BiG ToE, ill make sure to make the legs longer, and maybe a bit thicker too, now that i see them, they seem a bit thin XD!! However, im pretty satisfied with it so far. The body shape was made without much reference, at least without image planes, because i wanted to test my recently acquired anatomical knowledge :). Appart from it, ive been working with just 3 or 4 images from the guy. Its pretty hard to find much reference on him, so ill have to create some stuff myself trying to keep the style.

I was going to do Optimus Prime at first. I even collected lots of reference about him and blocked out the guy, but when i found simon i knew i had to model him :D. Great job guys. This is turning very interesting, specially pedro and simple-minded, very pro work there guys, and very inspiring as well :).

Hmmm i don't remember whos modeling edward.... i just remember its someone with a green hand avatar :dunno: .

Seraphsys: is that a character from a movie/series/game/comic?

Keep up the good work guys :wave:

TheDiegod
10-08-2006, 06:01 PM
The RAT KING!!!!
from tmnt(old series)

Jrxdesigns
10-08-2006, 06:06 PM
Hi every1. Im new to modelling so how r we suppose to know we dont go pass 3,000 tris. um can i have detail on exactly what this tris is. sorry im new to modelling. does that mean no turbo and meshsmooth???

Perversonality
10-08-2006, 06:31 PM
If you are using Max, then it has a poly counter on the final tab on the right-hand side. Click more and you will see it. Sorry if that is a little vague, but I don't have it installed on this computer!

Vitor
10-08-2006, 06:33 PM
Jrxdesigns -> that means lowpoly game art model style. ~If you are using 3dsMax check polycounter on Utilities to see how much polys your model have (dont forget to check it in tris) or press 7 (thou i think that brings up polycount in polygons and not in triangles), if you are using other application search for the polycounter :D and of course no turbosmotth or meshsmooth, that would increase the polygons and kill the start idea: few and well used polys..

BiG ToE-3DT
10-08-2006, 06:38 PM
. This guy is a henchmen. Nothing special just a new concept.

Sorry to say, but you can't do him. If you read the rules, you would know its a well know movie/toon/video game/comic book character.

We can't do an original character, sorry. But you still have 3 weeks and some days. pick something else to do.

biano3d
10-08-2006, 07:28 PM
Real cool idea again, the last contest i dont finish my model, i dont no what i´ve done, i think the inicial date was the final(DUE) date...total trip :P
But now i´m gonna finish this one.I choose one of my favourite splater movie character ,FREDDY KRUEGUER, i think in leatherface too, but freddy RULES;;;;


Pedro Toledo- Great choice man, i´m all ready see the cool normal map for the bruce body. And your last zbrush sculpty BATMAN it´s really awesome.

Pedro Toledo
10-08-2006, 07:40 PM
Pedro Toledo- Great choice man, i´m all ready see the cool normal map for the bruce body. And your last zbrush sculpty BATMAN it´s really awesome.
Thanks a lot man! :D Now I'm curious, are you a 3d4all user? where have you seen the Batman sculpt? If you are, do you use the same NickName? I don't remember seeing a Biano there :)
Anyway, you've made a very cool choice too! :dance: Good luck dude!!

Hellhammer - You're doing a very cool mesh man. Cant wait to see it finished.

Lucashug - Thanks dude! Good luck with blender, he's looking good :)

Fred - Thanks a lot for your comment, means a ton comming from you, I'm a big fan of your work. I'll tweak his face and I'll make sure the eyes get a bit farther. Thanks!

BiG ToE-3DT
10-08-2006, 07:43 PM
Pedro, batman is on your site.

simple_minded
10-08-2006, 07:46 PM
Pedro, just checkout your site, great stuff man! Can't wait to see Bruce!

Pedro Toledo
10-08-2006, 07:47 PM
HAHAHAHAHAHAHAHAHAHA!
Ok... I'm really stupid! It's just that I saw Biano is also from Brazil, so I thought he could be a user of the same brazilian message board I take part.

Thanks simple-minded! :)

Thir13en_fears
10-08-2006, 07:51 PM
Hey everybody I've decided to join in the competition.

I've been watching these forums for quite some time now and I've been dying to join in the competitions but I've either been too busy with University work or I've decided to join the competition too late on. Now I'm finished with Uni I don't really have an excuse lol

Anyway I've decided to give Arwen from Lord of the Rings ago:

http://www.informationen-bilder.de/der-herr-der-ringe/arwen.jpg

I plan on making a realistic high poly version first to get normal map information from.

Also keep up the good work everyone, its truly inspiring as an artist.

DerekSc
10-08-2006, 08:17 PM
Nice choices Biano3d and Thir13en_fears, looking forward to seeing them.

Vitor
10-08-2006, 08:17 PM
After droping Edward Scissor hands :( started a new one. Kinda different from most of people aproach: Elizabeth Swann (by Keira Knightley) on Pirates of the Carebean. The brieft says someone who stands up from the rest, i belive some mroe casual character would do it :D

http://us.movies1.yimg.com/movies.yahoo.com/images/hv/photo/movie_pix/walt_disney/pirates_of_the_caribbean__dead_man_s_chest/keira_knightley/deadmanschest_standee.jpg

neo_mosher_zion
10-08-2006, 08:19 PM
so im doing jane cobb from firefly. this photo isnt the way hell look in the end, because im going to model him with vira his very favorite gun, and his awesome hat he gets later in the series as well as maybe a knife with a apple on it... but dunno well see how i do with polys

BlindM
10-08-2006, 08:32 PM
Finished his body and I still have 834 triangle left -> wich means in the next few days I'll be busy working on redoing some parts, organizing the poly usage and to use those tris...

Everyone keep up, wonderful choices and works. This challange is getting more and more exciting :cool:

neo_mosher_zion
10-08-2006, 09:05 PM
hey one question before i start working, were not alowed to do characterizations of the character. sooo say im doing a life action character from a show. i cant make a cutesy funny version(that still highly resembles him)

so long as its still recognizable that its who i did obviously.
also sorry if someones already asked this. i didnt check every page

de4dy
10-08-2006, 09:15 PM
Too All:Nice work so far too all.
BiG ToE:Yea Ill be joining soon Im just trying different things in maya so to know how to do it to my likeing

frostsnake
10-08-2006, 09:19 PM
:crazy:update: normalmap test with 2 lights
http://img.photobucket.com/albums/v125/frostsnake/wips/stage21.jpg

mediocre@best
10-08-2006, 09:19 PM
first contest, and am gonna try gigantor. bit of nostalgic value.
http://www.internationalhero.co.uk/t/tetsujingo.jpg
reference image freom http://www.lostonwallace.com/
starting the head:
http://ic3.deviantart.com/fs11/i/2006/222/a/a/wipgigantor_by_imonacomputer.jpg

Ilkejav mk5
10-08-2006, 10:08 PM
so im doing jane cobb from firefly. this photo isnt the way hell look in the end, because im going to model him with vira his very favorite gun, and his awesome hat he gets later in the series as well as maybe a knife with a apple on it... but dunno well see how i do with polys

it's spelled Jayne... BTW... good choice! he's an awesome character...

simple_minded
10-08-2006, 10:51 PM
Heres Harley with the final polycount at 2982.........


http://img235.imageshack.us/img235/9977/harleyfinalcountfo4.jpg



!BAMF!


Thanks Again!


!BAMF!

TheWinterLord
10-08-2006, 11:16 PM
neo_mosher_zion

hey one question before i start working, were not alowed to do characterizations of the character. sooo say im doing a life action character from a show. i cant make a cutesy funny version(that still highly resembles him)

so long as its still recognizable that its who i did obviously.
also sorry if someones already asked this. i didnt check every page

Yes you are allowed to do that, just make sure we can see who it is.

simple_minded
Why dont you make the sledge a little more detailed with the tris you got left? if you can well... the character already kicks ass!
(the sledge or hammer is suposed to be round right? just making sure)

evil-98
11-08-2006, 12:10 AM
this thread is getting crazy!
that looks awesome simple_minded
alot of entries, good progress as well.
ill be updating my model later on today.
keep up the good work.

Hilm
11-08-2006, 12:18 AM
An update on yoda =).

http://www.greeneyegrafix.com/images/WIPs2/YodaRender1Done.png

Also i've played around with the sword =).

http://www.greeneyegrafix.com/images/WIPs2/LightSabreRender2.jpg

Bizob
11-08-2006, 12:36 AM
Since I'm new to this I wasn't sure what was required for posting wip material. I hope this will do for now. Please let me know what you think so far.

I still have a ton to do.

http://www.artofbizob.com/BizobImages/FB_Wip_1.jpg

TheWinterLord
11-08-2006, 12:50 AM
Bizob great progress Fat is one of my friends favourite characters.

Hilm it looks good but the eyes are totaly wrong. im looking at movie pictures of him now and he doenst have that brown eyes and the eye colored part is to big. more of the white around the colored... hehe sry i dont know what the different parts in the eye are called.
Here is a pic. compare the eyes.

Criistii
11-08-2006, 12:51 AM
Ok, here's my first attempt. I'll post a wire after I apply bones to the arms and finalise the mesh ( hair, weapon, cross and minor tweaks).

snows
11-08-2006, 12:58 AM
Heres Harley with the final polycount at 2982.........
!BAMF!


Thanks Again!


!BAMF!

Dude, I just noticed this but her finguers are too small. She wouldn't be able to grab the sledge hammer at all with such small finguers. The palm seems kinda inflated but it might just me because of the skinny finguers.

later
-a

snows
11-08-2006, 01:00 AM
Ok, here's my first attempt. I'll post a wire after I apply bones to the arms and finalise the mesh ( hair, weapon, cross and minor tweaks).

cool, it is hard to tell from that shot but her face seems too flat, needs to be a little more rounded or she might end up looking very alien like.

Inpw
11-08-2006, 02:02 AM
Criistii One of my favorite game characters. Your work looks cool, good luck with it!

And my first wip (actualy, there are also legs somewhere :) ). Have you recognize this man? :)

lucashug
11-08-2006, 02:02 AM
now the low polymesh is finish... :smug:
i will start the unwrap soon. :xx:
it's use 2814... :crazy:
it's very high for this simple form... :cry:
but if i can... i do... :lame:
hope you like it.. :wave:
good luck. :xyz:

Hellhammer
11-08-2006, 02:13 AM
Lucas perhaps try and model his interior? you know, where he keeps lunch and all :). It would be more challenging and you will have some good practice as well. Bender can be made with only primitives, but you can take it one step farther, as well as teaching you a bit more about poly management. Its just a suggestion though :).

Jedianakinsolo
11-08-2006, 02:32 AM
Inpw, I believe that's Jack Sparrow :D Either way, it looks like there's some work left to do around his nose :D

omnicypher
11-08-2006, 02:55 AM
im new here and ive only been modeling since summer started but i think im ready to give this a shot.
I choose the great white ninja himself!

de4dy
11-08-2006, 03:24 AM
Ok been trying to make robin williams head (the comic/actor) but i am having difelcuty with the hair and back of the head how to make a fule head ?

Hilm
11-08-2006, 04:17 AM
Bizob great progress Fat is one of my friends favourite characters.

Hilm it looks good but the eyes are totaly wrong. im looking at movie pictures of him now and he doenst have that brown eyes and the eye colored part is to big. more of the white around the colored... hehe sry i dont know what the different parts in the eye are called.
Here is a pic. compare the eyes.


good point - thanks =)

I hate how as soon as some one points out something like that I just suddenally realise how huge I made the eyes lol :S.

Eternal10k
11-08-2006, 04:21 AM
hey, cant believe nobody already picked it, can i make an alien, from the aliens movie series?

io would do the one of the aliens 4 movie

chinese_lover
11-08-2006, 04:36 AM
well i got a late start,but these seems fun,
i will do Pleinair from Disgaea,she is very cute,^_^

omnicypher
11-08-2006, 05:45 AM
A WIP update of my Chris Farley great white ninja :haha:
so far im at 818 polys without feet or a head
im pretty sure ill keep the body under 1000 so ill have 2000 for his head
ill try to give him a funny expression as well
comments, criticisms, and ideas are welcomed

BiG ToE-3DT
11-08-2006, 06:31 AM
can i make an alien, from the aliens movie series?

io would do the one of the aliens 4 movie

good to go.

- FredH -
11-08-2006, 06:36 AM
Here's an early shot. I started on her head today.

http://www.artbyfh.com/artwork/game_characters/2006_underworld/wips/01.jpg

INpw --> There is no mistaking that character. Yup, that's the guy in pirates of the carabean. It's shaping up nicely. Like Jedianakinsolo said, some work around the nose needs to be done. Also, the chin seems to have some unecessary polygons and the back of his head can be brought back just a little more to give him a fuller head. Besides that, it's coming along. Keep up the good work!

Bizob --> "I still have a ton to do"... good choice of words hehe. It's a bit to early for any crits, but so far, you have done a good job on blocking everything in. Can't wait to see more!

_FreD_

DerekSc
11-08-2006, 06:52 AM
Ok been trying to make robin williams head (the comic/actor) but i am having difelcuty with the hair and back of the head how to make a fule head ?

Take a look at the Joan of Arc tutorial on the main 3dTotal website, it has lots of good ideas on basic body modeling. It's not really high poly either, so you can really see how the flow of the mesh is going, and how to adapt it to Robin's head.

de4dy
11-08-2006, 07:03 AM
DerekSc: If u can get me a side view of robin hh id do a much better job hh

DerekSc
11-08-2006, 07:54 AM
DerekSc: If u can get me a side view of robin hh id do a much better job hh

Hmm, well normally I wouldn't do this, but what the hell.
Those aren't easy pictures to find considering he's usually mugging for the camera, but I found a couple. One has sunglasses, but it's still a good indication of the shape of his face (and he's not doing something goofy at the time either!).
Hope these help...

de4dy
11-08-2006, 08:03 AM
thx u my hero

Jrxdesigns
11-08-2006, 08:36 AM
Jrxdesigns -> that means lowpoly game art model style. ~If you are using 3dsMax check polycounter on Utilities to see how much polys your model have (dont forget to check it in tris) or press 7 (thou i think that brings up polycount in polygons and not in triangles), if you are using other application search for the polycounter :D and of course no turbosmotth or meshsmooth, that would increase the polygons and kill the start idea: few and well used polys..


Thanks man
I think ill sit this competition out. Im enjoying the Eva Wild Tutorial and at the mo its consuming most of my time. I think if it was in a months time I would enter cos then id have more experience modelling. But look forwards to c in evry1s final results
Good luck every1

Skeptical Nate
11-08-2006, 09:24 AM
Hey guys, Finally making some headway (no pun intended) on Ash from Army of Darkness. Any critiques on the his poly flow would be helpful.

http://i38.photobucket.com/albums/e117/SkepticalNate/BruceRender.jpg
http://i38.photobucket.com/albums/e117/SkepticalNate/WireFront.gif
http://i38.photobucket.com/albums/e117/SkepticalNate/WireSide.gif

3Danny
11-08-2006, 09:28 AM
Been out of town for a few days, but back to finish. Little update.

http://img95.imageshack.us/img95/1790/edprogress5gb3.th.jpg (http://img95.imageshack.us/my.php?image=edprogress5gb3.jpg)

nosaj462
11-08-2006, 09:30 AM
wow been a while since ive cruzed these low-poly forums. Im amazed how big they have become. I wish i could afford the time to get in on this contest but unfortunately it doesnt look posible. Keep up the good work!!! gonna have to keep revisiting this thread for sure!

Inpw
11-08-2006, 10:15 AM
- FredH - and Jedianakinsolo thanks for C&C. I'll try to realize your suggestions.

Mike_inel
11-08-2006, 11:48 AM
Hmmm... Maybe i'll join this comp-- FREDH?!?! No fare! I'm not joining...! >.<'

omnicypher
11-08-2006, 11:55 AM
ive run into some problems with my chris farley model :ugh:
i have no idea how to model his hair!!
as you can tell right now it looks kinda like an ugly hat
i still have some work to do touching up the face
i might decide to turbosmooth it out a bit seeing as how im well under the limit
but i dont know if that would make the body look really bad by comparison
any thoughts would be apprieciated

freesupra
11-08-2006, 12:03 PM
finally got the hands done, and i think im done modelling franklin now i might add in some more detail to the face and hair though but other than that its mapping time.... oh what fun....

http://img51.imageshack.us/img51/6756/franklinwip7yv9.jpg

Mr.T
11-08-2006, 12:26 PM
Ok I tried to read all posts and it seems no one took this one,
I want to change and make something more challenging,
http://services.windowsmedia.com/vidpic/pic200/drV000/V035/V003502P031.jpg

Tony Todd - Candyman

I loved the movies back in the day :smug:

frostsnake
11-08-2006, 01:03 PM
I like everyones updates, keep it running!
-omnicypher-not sure but you could for the hair,1: connect it to the head, and then just draw hair in the texture map,or 2: you chop it up with adding more planes going over the head, and add an oppacitymap on the end of those planes wich mach up the hair texture.

3ddanny- looking good, but it seem he have some proportion problems..you could find a human proportion picture(one you think resembles Edwards proportions) then put it on a plane, that you can use as a refference in max. this way you can get all the proportions right.

Update:

http://img.photobucket.com/albums/v125/frostsnake/wips/stage22.jpg
early wip of the normal-map, pls let me know what you think!c&c ALWAYS welcome
http://img.photobucket.com/albums/v125/frostsnake/wips/stage23.jpg

lucashug
11-08-2006, 01:58 PM
thank you hellhammer i will follow your comments.

Rhauk
11-08-2006, 02:12 PM
Oook, I've officially decided to drop out of the contest and instead work on Ganondorf as my next lowpoly project ^_^

Good luck to all you in the comp, so far I've only seen good WIPs!

-Rhauk

thorin13
11-08-2006, 02:29 PM
Hi!
This is my first post on these forums, so I greet you all.
I decided to enter the competition (if it's not too late). Since nobody else took it, I did. I'll model Gimli from Lord of the Rings.

http://www.artelio.org/IMG/gimli.jpg

Mr.T
11-08-2006, 02:47 PM
Freesupra: wow nice modeling, it's exactly like the ref you posted,
can't wait to see how it'll look with texture :D

Inpw: is he Jack Sparrow? :evil: lol nice start! maybe the cheekbone
more outside?

BlindM: awesome modeling! we can recognize him without texture,
great job!

Simple_minded: wow just like the reference, great modeling :)



this thread is crazy, so much beautiful works! :evil:

Animaleante
11-08-2006, 03:30 PM
hey frostsnake...those swords are loking awesome..the model of Zoro too....but his "green belt" is looking kinda too big...I mean...it don't look that thick on the manga...but apart from that he is looking really good...and the normal map is very nicely done as well

EDIT: WHOA!!!! Gimli rocks!!!!!!!!!!!!!..lol

eyecon
11-08-2006, 03:40 PM
Hey! this is like my first post...

I'll try joining this cool contest just for the sheer joy of it! hehehehe. for my entry... well it will be one hard thing to do but heck I don't care!

I'm in just for the challenge...

The chosen model... Jessica Alba as Invisible woman in FF4!

Yeah A superhero and a super good looking babe, I hope I do her (and this contest) justice with my entry...

p.s. hopefully nobody has chosen her yet.... just hoping!

Animaleante
11-08-2006, 04:43 PM
Welcome to the forums eyecon!!!!!...nice choice of character...Im looking forward to see her in low-poly!!...good luck!!

MonteCristo
11-08-2006, 05:34 PM
Ok, made this last night. Doesn't need much of an explanation. Does need some textures tho'. Quite pleased I hit 3000 on the nose! :D

Good work everyone.

MonteCristo
11-08-2006, 05:36 PM
:)

BiG ToE-3DT
11-08-2006, 06:08 PM
Monte's back, I better get started on mine.

mediocre@best
11-08-2006, 06:16 PM
have most of it based out, except the hands which always kill me. only at 1600 polys so i'm gonna make hands and round things out.
http://ic1.deviantart.com/fs11/i/2006/223/3/d/gigantor_wip2_by_imonacomputer.jpg

Animaleante
11-08-2006, 06:21 PM
aawwww....can't see the pic mediocre@best!!!!! ...awesome work MonteCristo!!!!!! I like the cartoonic look!

RideStowe
11-08-2006, 07:29 PM
freesupra very nice and clean model, great stylization and amazing polycount, looks fantastic for that low.

montecristo hehe haven't seen you around in a while, cool model, looks like something that could become a ut2k4 cutom model. i'd love to be chased by bigheaded solid snake.

Pedro Toledo
11-08-2006, 07:36 PM
Fred and Monte - AWESOME!!! :D

Nosaj - I hope you find the time!

Frontsnake - the Katanas look great! The normal maps of the character looks a bit blured though. But since you said it's just at the begginning I believe you'll fix it.

I hope I have some updates tonight.

freedie
11-08-2006, 08:12 PM
Man i exactly now what u talking about...:D.... have often this problem so hang on it will be good maybe

my inspiration and my ability blow up in my face BiG ToE

PS:got dumpped by my girlfriend of 3 years.So am in between anger and sadness and cant concentrate.

Bizob
11-08-2006, 08:34 PM
-FreD-

Thanks for the kind remarks. Your progress is looking great as well.

~UPDATE~

I don't know if I told you all this before (or if it matters) but I'm using Maya 7 on a G5. I thought I'd let you know in case anyone has software specific critiques.

I've finally finished modeling and I'm moving on to textures. I plan on using as much photo refrence as possible because my photoshop/wacom skills are a little rough.

Here's a quick render...

http://www.artofbizob.com/BizobImages/FB_Wip_2.jpg

And here's a wireframe...

http://www.artofbizob.com/BizobImages/FB_Wip_2Wires.jpg

Vitor
11-08-2006, 08:49 PM
Bizob - Seems that your polygon distributed could be improved and that would increase a lot the overall quality of the model. Chin and Knees have way too much much polys. Some of those could be a lot more usefull on shoulders for example.

Fred - Great to see you back ;) And the model is looking awesome as always. Perhaps her nose could be a bit more pointy, small and more hard edged i mean

Monte - Glad to see you again too. Model is looking great too ;) Can't wait to see the texturing on that...

And here is my progress:

http://img105.imageshack.us/img105/9801/03xa6.jpg

Still alot of work to do..

Animaleante
11-08-2006, 08:57 PM
soooo...small update...made the "hands"...I can't exactly call it hands....as it is just too ugly....and I can't manage to do a nice head...no even with tuts...BUT I WON'T GIVE UP!!!! I will finish him...and it will look good!

1422 tris right now

http://img212.imageshack.us/img212/5926/monkeydruffy62nc9.jpg (http://imageshack.us)

wire:
http://img212.imageshack.us/img212/6466/monkeydruffywire6bt3.jpg (http://imageshack.us)

Hellhammer
11-08-2006, 09:15 PM
Simple-minded: Wonderful!! she looks amazing, thoough i ahve toa gree with the guy that said her fingers seem a bit short.

Freesupra: That guy really looks like the reference! with textures it will surely be outstanding.

Monte: All that in a night! XD i wish i was so effective, wonderful snake :D

Fred: Thats high poly right? (if its not im not going to believe it XD) very cool, it will do a gorgeous normal map.

Vitor: Ive been intrigued by yours since you anounced you would model her. Shes a gorgeous woman, and your model is looking very good so far. I cant wait to see her textured!

Bizob: Thats a cool model, but i have to agree with vitor. There's a lot of poly waste on his face and knees. There's too much detail focused on those 2 areas in comparison with the rest of the model.

Inpw: He looks like sparrow, though i think the cheek bones should be sharper and the nose a bit thiner, the guy has kinda skinny factions after all.

Everyone else, nice updates guys!! Yesterday i didnt work on Simon because i had an extreme day at worka nd was just too tired to attack more polys :P. Tonight i will continue though. Great great contest :D

omnicypher
11-08-2006, 10:22 PM
i cant believe how good some of this art is getting in just one day!

Monte: that has to be the coolest chibi model ive ever seen!

Bizob: that fat ******* model is turning out great but what is the little blue robot thing next to him? it looks cool

Vitor: your models looking pretty good. i cant wait to see it textured

Bizob
11-08-2006, 11:13 PM
Vitor & Hellhammer ~ Thank you for the advice. I was able to remove a ton of useless polys, which freed up some room for a belt. I also rounded the shoulders, made the man-boobs more prominent and added some fat rolls on his back.

Omnicypher ~ Thanks for the praise. The little robot thing is just a little experiment I was doing with HDRI rendering and simple rigging. I'm using it as an icon/avatar for now. I’m glad you like it.

~UPDATE~
http://www.artofbizob.com/BizobImages/FB_Wip_3.jpg

http://www.artofbizob.com/BizobImages/FB_wip_3b.jpg

[CBLA]Green
12-08-2006, 12:00 AM
WOW!!! some of these look great! but I was really surprised that I didn't see Cloud Strife or Sepiroth!!! The actual game models would be GREAT for a low-poly compitition!!! great work tho!!! I love the Solid Snake model! :)

TheWinterLord
12-08-2006, 01:06 AM
MonteCristo-3DT damn I could see who it was like 2 seconds after looking at the pic, you dont need texturing :P

Hilm good point - thanks =)
np, Im glad I could help.

Bizob Ur model is comming along nicely, however under the shoulder on the arm it has like a weird bumb hole. I had that problem its hard fixing it. You need to add some vertecies thats all.

edited:

hmm Bizob i checked the wires again i think you just need to pull in some already existing....

neo_mosher_zion
12-08-2006, 01:36 AM
man seeing all these enteries an doing my doodles for my model im getting super pumped for this competition. awesome stuff everyone.

Criistii
12-08-2006, 01:38 AM
Updates on Allice :D

Criistii
12-08-2006, 01:39 AM
Sorry for double post, but i wanted a visible pic

Hellhammer
12-08-2006, 01:43 AM
A man that id like to model once im done with Simon. If im able to get both for the contest ill do it :)

Bizob
12-08-2006, 01:47 AM
MonteCristo-3DT damn I could see who it was like 2 seconds after looking at the pic, you dont need texturing :P

Hilm
np, Im glad I could help.

Bizob Ur model is comming along nicely, however under the shoulder on the arm it has like a weird bumb hole. I had that problem its hard fixing it. You need to add some vertecies thats all.

edited:

hmm Bizob i checked the wires again i think you just need to pull in some already existing....

~Thanks for examining but I'm not seeing it. Are you sure it's not a shadow? I'll take a closer look.

TheWinterLord
12-08-2006, 02:01 AM
Bizob here we go, look at the green line, make the model follow that i think.
sry i cant draw with mouse hehe.

eternicus
12-08-2006, 02:17 AM
I guess I'll give this a shot.

Bulletproof from C.O.P.S..."It's crime-fighting time!"

simple_minded
12-08-2006, 02:20 AM
eternicus, YES! PROLLY THE BEST CARTOON EVER!!!!! In my opinion anyway..... Can't wait to see it!

omnicypher
12-08-2006, 04:54 AM
an update on my chris farley model
i think im done at 2448 triangles unless anyone sees anything
they think i should probably fix or add to

bizob: i think the wrinkle on the fat mans sleeve were well placed but a little too deep. to fix it you could move it out a little bit or connect it with the two edges on either side of it and move those down to its depth. theres also some edges from the leg protruding through the shorts but thats a quick and easy fix.otherwise the model is fantastic. keep up the great work.

3Danny
12-08-2006, 07:17 AM
Started fleshing out the face today.

http://i8.tinypic.com/24domqr.jpg

Klash120
12-08-2006, 07:18 AM
3dsmax n00b here. Need some help with some 'tanslations' from Maya. first. In maya, Edit Polygons/normals/harden/smooth to -like it says- Harden or smooth a polygon's normal. How/where can I do this in Max. Next, in Maya, there's an option for the Move tool "Keep Spacing" that keeps vertices 'grouped' together when moved,etc. I usually turn this off (vertices act independantly) and 'X' snap to grid. Again, in max, how do I?

Last question. Depending on which viewport your're in, hitting 'Space' will maximize that viewport. Hit'n space again will revert back to it's quad setup. Is there such a thing in Max?

3Danny
12-08-2006, 07:32 AM
This button will maximize your selected viewport. Don't know exactly what you mean by hardening or smoothing a polygon, but in the Modify panel you can select polygon and play with smoothing groups. Don't know how to group vertices, sorry. =/

http://i8.tinypic.com/24dpkqe.jpg

de4dy
12-08-2006, 07:33 AM
Klash120: Why go off maya ?

BiG ToE-3DT
12-08-2006, 07:36 AM
In maya, Edit Polygons/normals/harden/smooth to -like it says- Harden or smooth a polygon's normal. How/where can I do this in Max.

In edit poly (editable poly mode, there is an option called smoothing groups. You can find it towards the bottom of the menu.. You will see a bunch of numbers, select the part of the mesh you want smoothed, then click a number.

Klash120
12-08-2006, 07:40 AM
schweet thanx you guys :P Why go off maya you ask De4dy? I've had two job offers, both of which uses Max o.o I figure it wouldn't hurt to learn another rmodeling program. (still fond of Maya so far :P) Also, I'd like to get into game art n stuff, and from my knowledge, they use primarily Max :P

Thanx again for such quick response's :P

Hellhammer
12-08-2006, 07:53 AM
In max you have to play with smoothing groups. Unde the edit poly modifier, when you select polygons (hotkey 4) you scroll down the way the modifier panel and you will find unde the polygon properties rollout, something called smoothing groups. To group polys you select them and activate one of the number buttons. This might as well be used to create multi sub object materials and such, but thats another thing. You can move vertices independantle in max, at least i have no idea of how to group them hehe. The default max 8 interface allows you to maximize the active viewport by hitting alt+w. You might as well find handy to learn that alt+leftclick arc rotates your viewport, rolling the mouse wheel/alt+z zooms and clicking the mouse wheel pans the viewport :).

As for this, ive decided to go ahead and model Eric Draven, aka The Crow. Much more reference on this guy than on simon belmont lol, so if i have time ill finish simon for the contest. Ive taken my base mesh and tweaked it a bit, and completely remodel the face based on image reference from brandon lee. Update soon.

Klash120
12-08-2006, 07:55 AM
Texturing question. UV Texture Editor? Where & how :P In the mean time, i'll be browsing aroung the Tut's for it :3

Klash120
12-08-2006, 08:54 AM
Ignore previous post. Found it (somewhat :P) Next question would be, How do I get the UVs into Photoshop?

omnicypher
12-08-2006, 08:59 AM
klash120: there are tools you could download or you could just be lazy like me and make the UV layout as big as it will get and press the print screen button on your keyboard and paste it into a new photoshop document

de4dy
12-08-2006, 09:14 AM
Klash120: Go here http://www.poopinmymouth.com/tutorial/tutorial.htm his max tutorials are nice and simpple

BiG ToE-3DT
12-08-2006, 10:02 AM
Ignore previous post. Found it (somewhat :P) Next question would be, How do I get the UVs into Photoshop?

In Max 7 and 8 while in the uvw layout window, under tools is an option for rendering uvs. In this window you can select the size you want as well as the type of uvw layout. Hit render and it will render out a image to the screen of the uv's in the box. You must then save that image to whereever you see fit, then drag and drop into photoshop, or just open in photoshop.

The screen grab way works too, but a tip would be to increase the resolution of your screen to the maxx. Then zoom in on the box as close as you can. Take the screen grab, past it into photoshop. Then take the crop tool and crop out as close as you can to the box's line.

Save it.

barez
12-08-2006, 02:45 PM
Hey all. I have dibs on Kryten of "Red Dwarf".

lucashug
12-08-2006, 04:38 PM
hi everybody...
MONTECHRISTO, it's not 3000 polys its 3000 tri.
peraps the mesh is good but what you write is wrong.
and really good work. in one night... you impress me.

good luck every body...

Vitor
12-08-2006, 05:57 PM
lucashug -> No Monte is right :D Triangles are polygons, but not all polygons are triangles. If monte has 3000 tris on his model, and he sais he has 3000 polygons thats true :D

Whitewidow
12-08-2006, 07:19 PM
Hi all, so far things are looking good. Some tough competition I might add. I have decided to model a well known suprhero. Had some difficulty finding good reference images so my model, particularly the head, is somewhat lacking facial resemblance. Hopefully the texturing can change that and bring out those details.

Anyway, here is a test render of what I have so far.

de4dy
12-08-2006, 08:23 PM
Whitewidow: The face looks too childish for me other then that its nice

Pedro Toledo
12-08-2006, 08:33 PM
Amazing the number of users taking part on this comp! :dance: Really cool!

Here is my update. Started to scketch the normals. I have also twaked some proportions. I still need to change some parts to get a closer shape, but I think it's better now.

Hope you like it! :wave:

lucashug
12-08-2006, 08:41 PM
thank vitor for the informtion...
sorry montecristo.

evil-98
12-08-2006, 08:55 PM
looks really good to me Pedro Toledo abs looks kinda weird
the face looks pretty good

thorin13
12-08-2006, 09:09 PM
Here is the model for Gimli so far .... (and I think this stage is over). Some texturing, rigging and skining is to come .....

http://i103.photobucket.com/albums/m159/thorin13/gimli_004.jpg
http://i103.photobucket.com/albums/m159/thorin13/gimli_003.jpg

Sorry for the big size images.

Pedro Toledo
12-08-2006, 09:39 PM
Thanks evil-98 :) You're right, I'll probably redo most of the normals of this model, this is just a first preview, since 3000 is not so much just the geometry doesn't give me the visual feedback I need to really read the model. That's why I started to lay down some normals, but I really need to put more "love" on it! :D

By the way, doesn anyone know where I can find some cool DX shaders to add to my 3DMax? I'm using the "Metal Bump" shader to get normals in viewport, but it's really bad for skin tones. :| Thanks!

Cool model Thorin! Maybe it would be good to bend down his arms a bit to get the sholder in a more relaxed position before rigging.

omnicypher
12-08-2006, 09:40 PM
ive never used normal maps or bump maps and im wondering if its possible to put a normal map and a diffuse map on the same jpeg. and if it is how would i do that?
(for now im going to look for some tutorials)

Pedro Toledo
12-08-2006, 09:42 PM
Well, since normals and diffuse are both rgb maps you could have them toghether. But in this case you would need to have different UV channels to map different mapping coordinates on the same picture.

It is much better to keep them separated.

Patrick
12-08-2006, 09:48 PM
I wish deadpool weren't taken damn you,
you had better make him well, it's a bit late in the piece to be starting, but i'll keep my ears open for the next one

evil-98
12-08-2006, 10:23 PM
By the way, doesn anyone know where I can find some cool DX shaders to add to my 3DMax? I'm using the "Metal Bump" shader to get normals in viewport, but it's really bad for skin tones. :| Thanks!


http://www.bencloward.com/tutorials_normal_maps6.shtml

try that, iono how it works but it looks better then the DX shaders already in max.

frostsnake
12-08-2006, 10:28 PM
thorin13- that looks good,his hands may be looking to flat, little hard to tell..I cant realy see them to much in the render so I could be wrong:)else is looking great I think.

Pedro Toledo- that is looking to good, i agree with evil98, they maybe little bit to square. but im sure you already on that:) thanx for the comments , it means alot to me!

Animaleante- thanks man, il try to fix that belt. your luffy is great, sure youl get that face ready to go, and for the hands..maybe this will help
-clik here- (http://www.psionic.pwp.blueyonder.co.uk/tutorials/lowpoly/gmod2.html)
MonteCristo- thats snake all right!, but he kinda have a large head, and some short legs... :lame:

Whitewidow
12-08-2006, 10:37 PM
Whitewidow: The face looks too childish for me other then that its nice

Yes that is the main problem I am having. Im not quite sure if its possible to make him look more mature. His features need to be more defined I guess. Perhaps a more chiseled look?

Thanks for the c+c btw

lucashug
12-08-2006, 11:25 PM
hi,
a new update of mi character BENDER.
see ya...

frostsnake
12-08-2006, 11:31 PM
lucashug- that looks just like him, a texture map is on the way I hope?? good luck with that.

lucashug
12-08-2006, 11:45 PM
lucashug- that looks just like him, a texture map is on the way I hope?? good luck with that.

thank you frostsnake,
yes the map come soon but before i will make the unwrap...

eternicus
12-08-2006, 11:55 PM
Turns out it's not so easy to find good images of Bulletproof, looks like I might need to find another character to model. :(

Pedro Toledo
13-08-2006, 12:01 AM
Evil - Thanks for the links :) on that page it says the plugin is for max 5! do you know if it runs on max8?

Frontsnale - thanks!

Vitor
13-08-2006, 12:14 AM
Pedro Toledo - Looking great great ;) about the shader check http://www.bencloward.com/resources_shaders.shtml some outstanding HLSL shaders. And for the human skin normal mapped shader don't forget the best avaliable http://www.jistyles.com/main.php?id=doc&page=hlsl solflightning, realtime SSS and in the next update it will come with self shadowing!!!


Some update from me too, finished with the modeling at 2937 tris, did the UVWs and start texturing it handpainting. Here is the curret progress:

http://img110.imageshack.us/img110/9218/08sw4.jpg

requiem2d
13-08-2006, 12:28 AM
Great stuff thorin13, recognized immediately there :)

evil-98
13-08-2006, 01:07 AM
Evil - Thanks for the links :) on that page it says the plugin is for max 5! do you know if it runs on max8?

Frontsnale - thanks!

i wouldnt be suprised if it did. ;P but i dont know i havent tryed it :evil:

Klash120
13-08-2006, 01:16 AM
Hey Big Toe. Don't see the rendering UV option thingy. Perhaps I need to dl a plugin or somn like omnicypher says? Next q. Where can I find a plugin to 'export' UVs into Photoshop?

Criistii
13-08-2006, 02:17 AM
Alice: 2970 tris. I'll post texture and wire tomorrow if necessary...

Pedro Toledo
13-08-2006, 02:18 AM
Klash, this feature is only available in 3dmax 8. Previous versions doesn't have it.

If you want, you can assign a wireframe material to your object and render to texture it. It gives you the same good quality. Just remember to put the Padding value to zero.

Seraphsys
13-08-2006, 05:36 AM
My new char is Phillip j fry. :)
Im pretty sure noone is doing him:)

BiG ToE-3DT
13-08-2006, 05:50 AM
Hey Big Toe. Don't see the rendering UV option thingy. Perhaps I need to dl a plugin or somn like omnicypher says? Next q. Where can I find a plugin to 'export' UVs into Photoshop?


Sorry, guess it is only for Max 8.

There is a plug in called textporter, not sure where to get it from. Just do the render to texture like Pedro said. That's in Max 7.

Brunobolin
13-08-2006, 07:01 AM
hi people, large up this time: i've fixed the head (sonic just have 6 spikes behind the head, not 9 as i'd been done before) , and the hands, still a little blocky, but there is not a final version hehe, 2600 tris until now. I think the model its ok, but, any critics are welcome^^
http://i74.photobucket.com/albums/i273/Brunomoura/sonic_09.jpg
http://i74.photobucket.com/albums/i273/Brunomoura/sonic_10.jpg
http://i74.photobucket.com/albums/i273/Brunomoura/sonic_11.jpg
http://i74.photobucket.com/albums/i273/Brunomoura/sonic_wire2.jpg
http://i74.photobucket.com/albums/i273/Brunomoura/sonic_wire3.jpg

Klash120
13-08-2006, 07:15 AM
Alrighty Big Toe, Pedro. Now then... "assign a wireframe material to your object and render to texture it" Who, what, how? :P

BiG ToE-3DT
13-08-2006, 07:26 AM
Alrighty Big Toe, Pedro. Now then... "assign a wireframe material to your object and render to texture it" Who, what, how? :P

wireframe render: in the material editor there is an option for wires, for wire frame in the program, push f3 or f4. One of those will work.

Render to texture.

3Danny
13-08-2006, 07:50 AM
Getting Ed's proportions down, but I can't seem to get the right "feel" I want. Anyone got any suggestions? Also once I get the hair going I think it will start to resemble him alot more.

http://xs304.xs.to/xs304/06320/edProgress8.jpg (http://xs.to)

Pedro Toledo
13-08-2006, 07:56 AM
Exactly.

First assign a standard material to your object, and check the WIRE option at the "Shader Basic Parameters" tab of the material editor.

Now your object is going to be rendered as a wireframe object. So, you just need to render to texture it to have this wireframe rendered as your uv layout.

So, with your object selected, go to this option Big Toe has shown: Rendering>Render to Texture.

Set the Padding value to ZERO. This value is a kind of bleed to avoid seam problems. If you leave it with a value higher than zero you will render some ugly thick wires, and you don't want it!

Down there will be a "Output" tab, click ADD and chose "Complete Map". Set the size for 1024 and define a target file to be saved.

Check at the "Mapping Coordinates" if it's set to "Use Existing Channel", and if the channel is correct.

Now, just hit "Render" to have a nice, sharp, unwraped wireframe of your object.

Remember to save it as TGA or PNG or some other format with alpha channel, so you may oppen it in Photoshop having your wire placed in a perfect transparent layer :)

I used to use it before max 8 and it works really well!

polytweak
13-08-2006, 08:57 AM
3Danny - I think his torso is a bit too flat. I know he's very thin, almost eerie thin, but he still needs a little bit of a change between his chest and his lower abdomen. Try and play with that a bit.

bcloward
13-08-2006, 09:04 AM
i wouldnt be suprised if it did. ;P but i dont know i havent tryed it :evil:

Nvidia's Cg plugin doesn't work in Max 8, but the good thing is, it doesn't need to. Max has supported HLSL shaders natively since version 6. I posted a set of HLSL shaders on my site that you're welcome to use. Grab them here:

http://www.bencloward.com/resources_shaders.shtml

If you need help knowing how to use them in Max, I wrote a tutorial on that here:

http://www.bencloward.com/tutorials_shaders1.shtml

I hope that helps.

-Ben

dark_maggot
13-08-2006, 09:36 AM
Im just posting to say that Im leaving this Challenge, because of time/school issues. I'll keep watching the progess of every one. Keep it up.

bcloward: I've been to your website before and is really helped me,thanks.

senatorpain
13-08-2006, 10:28 AM
I know I'm startin' a little late here but I really want to jump in to this one. This'll be my first contest entry here.
I've decided to do the Clone Wars Animated Series version of Asajj Ventress:

http://i10.photobucket.com/albums/a113/MrCleanHatesYou/Asajjcw.jpg

jellis3d
13-08-2006, 11:19 AM
Hello everyone. Some really nice work in this comp. I'm a late bloomer when it comes to the competitions. :dunno:
I chose my character very carefuly. I don't think this is better than anyone else's choice, but I know that everyone loves this guy. Who is it you ask! It's Earth Worm Jim of course! Man, I don't know anyone who didn't love the games or this crazy worm in a space suite.

jellis3d
13-08-2006, 11:23 AM
And here is the final days work. I spent about 7 hours on the modeling. Now to tweek, then texture.

freesupra
13-08-2006, 11:48 AM
model is done, texturing is done i think... any feedback bout the textures would be much appreciated
now to get some rigging practice in

through some reference pics in again just to see the resemblane :D

http://img90.imageshack.us/img90/5051/franklincompleteyq3.jpg

monkeyboygarth
13-08-2006, 12:07 PM
Hey everyone

this is my first post here and my first comp entry. I've only done a couple of 3d models before - trying to get the hang of things.

I use 3ds Max.

I've started modelling Leonardo. The basic body is there. Once I've done the head and finished the shell I'll see how many polys I have left to work with and I might go back in and add some more detail.

Any feedback would be greatly appreciated.

turtle.jpg

Cheers!

lucashug
13-08-2006, 12:53 PM
hey,
good choice seraphsys.
and me i make bender...

and freesupra... i think the recenblane is ok.

bye.

requiem2d
13-08-2006, 03:32 PM
Damn FreeSupra, looks great :D Only crit I have is the color of the lens, looks brownish from your reference.

Dave_UK
13-08-2006, 04:26 PM
A lot of entries can't wait to see completed models. Keep 'em coming :)

Glottis
13-08-2006, 04:26 PM
I´ve been away for a week, so I woke up early on this sunday morning to work on this guy, and after a hours work, I got this:

But i Think I kinda got carried away with the face ´cause it´s almost 1/3rd of the polycount. (still got about 500 to spare though)

monkeyboygarth
13-08-2006, 06:30 PM
Hi

Just thought I'd show the wip so far.

I've added some more detail in a few areas and added some an extra loop around the elbows and knees to (hopefully) help with rigging issues. This will be my first attempt at rigging a model also.

Here is the model with some smoothing groups applied. Current poly count is 1646 and counting. I'll try to mass out the head next - this is gonna be fun!

turtle2.jpg

Cranium
13-08-2006, 06:40 PM
Glottis I dont know but if you are using a refferance just for the head maybe you should try one front reff off the whole character ,and maby one side reff. this way its easyer to get the right proportions and details.

Frostsnake that is looking really good keep it up.

Niten
13-08-2006, 06:50 PM
Really nice stuff everyone! It's going be hard to finish this model because I don't have much time (school, school...) but I'll do my best :zzz: Here's the basemesh which I finished yesterday. I still need to do some tweaks before adding some extra details.

Klash120
13-08-2006, 07:22 PM
Thanx guys for all you're help so far :P Manage to get the UV's no problem into PS.
Know you've prolly mention'd this many times in previous threads, but, where/how you display the poly/tri count?

frostsnake
13-08-2006, 07:57 PM
3ddanny- I like your progress!, the feet may be to short.
Niten - whohooo.. cool! will you normal map him?
Cranium- thanks! hope everything is alright, what was the name of that shop you bought the anatomy book, and where is it from ninas place?

augman
13-08-2006, 08:47 PM
I've been on vacation since Wednesday, but later tonight, I'll give an update. I'm still unwrapping right now. And it looks like I have some competition from an American McGee standpoint! This is getting interesting...

simple_minded
13-08-2006, 08:51 PM
Heres an update, just finish laying down flats........



http://img162.imageshack.us/img162/4285/harleyquinn3au4.jpg




!BAMF!

Thanks Again!


!BAMF!

Vitor
13-08-2006, 10:09 PM
simple_minded -> looking very nice. Great mesh ;)

My progress:

http://img79.imageshack.us/img79/2528/11yt2.jpg

jellis3d
13-08-2006, 10:34 PM
Hi, I was wondering, how to post up an image so that it is viewable instead of having just a link appear. I am having a lot of trouble getting some feedback on my EWJ model and I think it has to do with people not wanting to click on the link to view the images.

Also I was wondering about what is allowed for the final Composition. Can I model other things as props or background? Will they count towards the 3000 tris? I hope not, because I'd like to be creative with the environment.
BIGTOE... Anyone... what is your advice.

simple_minded
13-08-2006, 10:42 PM
jellis3d, if you go to imageshack.org, host your image and get the address that says direct link to image, put that link into your insert image, it pops up in the reply...... Your EWJ is looking good, i wanna see more!

evil-98
13-08-2006, 11:48 PM
Nvidia's Cg plugin doesn't work in Max 8, but the good thing is, it doesn't need to. Max has supported HLSL shaders natively since version 6. I posted a set of HLSL shaders on my site that you're welcome to use. Grab them here:

http://www.bencloward.com/resources_shaders.shtml

If you need help knowing how to use them in Max, I wrote a tutorial on that here:

http://www.bencloward.com/tutorials_shaders1.shtml

I hope that helps.

-Ben

hey thanks looks helpful and for also clearing up the nvidia stuff

BiG ToE-3DT
13-08-2006, 11:53 PM
jellis3d: yeah you need a image hosting site if you want to post more than 1 large images (100mb) and have them show up. Other than that, you can use the attch image but you have to keep it under 100mb, and if you want the image to show up, you have to post one at a time.

The the environment, go crazy. It wont count towards the final count. Unless the environment meant is apart of the model. So, if your character is standing in a room fine, but if he is plugged into the room and the room is feeding him the life juice he needs to rule the world, that doesn't count.

omnicypher
14-08-2006, 01:40 AM
i was unwrapping my ninja model and realized i had a problem with the feet
all i had left to unwrap were the feet and the hands. i collapsed the stack and edited the problem with the feet then gave it a new uvw unwrapper. when i loaded the saved uvws that i had before it gave me some really wierd seams (see attatched pic). i realized it wont read the uvws correctly unless you still have the same verticies. if you delete one than it wont read it at all
and if you weld some together it might give you some really wierd seam lines. i dont want anyone else going through all that work of unwrapping then loose it all like i did. if you have any changes to make, make sure there done before unwrapping because theres no going back without some major work.im not sure if im going to continue this competition because i really dont feel like doing 2 days of work over again.i do have time to go back and fix it but i wont do it today. good luck to all and i cant wait to see that chibi snake. the wireframe looked awsome!

senatorpain
14-08-2006, 02:00 AM
Man a lot of these entries are looking really good. So far my personal favorite goes to Harley! Anyway here's some updates.

http://i10.photobucket.com/albums/a113/MrCleanHatesYou/head_Stage1.jpg

http://i10.photobucket.com/albums/a113/MrCleanHatesYou/body_Stage1.jpg

BiG ToE-3DT
14-08-2006, 02:16 AM
omnicypher: sorry to hear you blew it with the uv's. But, you still have 3 weeks, so two more days wont hurt. Plus, now you know how you want the unwrap to look like, so it wont take you as long.

Another thing, when unwrapping you might want to start saving out your uv's as you unwrap. Just in case. Although, I am surprised to hear how bad the uwrap became after you collapsed the stack.

But then, if you didn't collapse the stack and added or subtracted from your model, you would have to start over again, anyways. But, it's good practice.

simple_minded
14-08-2006, 02:22 AM
senatorpain, Thanks man! looking forward to seeing Asajj,
she looks good so far! I've got my own version of her that just
needs to be textured and rigged.

omnicypher
14-08-2006, 02:47 AM
big toe: thats true. ill start unwrapping it again tomarrow. for now i think im going to add more detail to the hands and feet. i just hope no one else makes the same mistake

Glenfx
14-08-2006, 03:07 AM
COOL competition and cool work so far.
I just wish i had the time T_T.

3Danny
14-08-2006, 03:11 AM
Ok, started doing the hair today and i'm pretty happy with how he is coming along now. Finally starting to resemble my references hehe, can't wait to start doing the texture.

Frostsnake: Thanks, I made his feet a bit longer and it does look a lot better.
Polytweak: I took your advice in messing around with his chest and abdomen and you were right, looks good now. Thanks.

http://img157.imageshack.us/img157/5043/edprogress9qt7.jpg

funkdelic
14-08-2006, 04:49 AM
Guys, u all are doing such a great job here.. congratz for u all =]
senartorpain: where did u get the asajj ventress references? u google it? =P i´ve aways wanted to model this sith =P !!

ThatDon
14-08-2006, 04:58 AM
This is my first time doing one of theses challenges and i have decided to model Vincent from Final Fantasy VII

http://img.photobucket.com/albums/v245/JohnyKnoxville/vincent.gif

evil-98
14-08-2006, 05:47 AM
so i droped the lancer and went back to batman, only because it didnt seem to get
any attention, looks like organic wins again. just started over right now this is
what i got so far

BiG ToE-3DT
14-08-2006, 06:00 AM
looks good Evil, at least in the end you will have two models to call your own.

Pedro Toledo
14-08-2006, 07:36 AM
i collapsed the stack and edited the problem with the feet then gave it a new uvw unwrapper. when i loaded the saved uvws that i had before it gave me some really wierd seams (see attatched pic).

Dude, when you collapse a unwrap modifier you don't need to load back any saved uvw. When you callapse it, it gets embeded in your mesh.

So, first you have collapsed it (OK), then you've edited your mesh (OK too), then you've added another unwrap modifier (still good to go), then you've loaded the saved uv layout you had before editing your mesh and, doing so, changing all your vertices ID's! (this was your mistake!)

You just needed to open the EDIT window from the unwrap modifier to see everything was perfectly saved IN your mesh.

If you haven't collapsed this new unwrap modifier you've added, try just to reset it, or just delete it and add a new one to check. I bet you have everything right there.

I ALWAYS change some details on my mesh after unwrapping and I've never lost any data.

Good luck man!

evil-98
14-08-2006, 07:49 AM
heres another update, im having trouble with the arms right now, not knowing
where to start :hurt:

Jedianakinsolo
14-08-2006, 08:26 AM
That torso looks awesome. Great flow IMO. Um, arms.... I dunno, shift+ drag edge would be nice :P Maybe some loops for arm movement I guess. Look at some wires around here.

augman
14-08-2006, 09:11 AM
I said I would update tonight, but there's not really all that much to update. I'm in the middle of unwrapping and that's kind of boring. If you really want a screen I can give one, but meh.

omnicypher
14-08-2006, 09:38 AM
when i went into the uv editor, the uvws were already scrambled before i loaded the old uvw file back in. if they werent scrambled, i would have just saved over the old file with the new uvws.

omnicypher
14-08-2006, 09:40 AM
either way i just started over not to long ago. i got over it and now ill try to make them better than the first time. we still have a while before this is over and im ahead of schedule.

evil-98
14-08-2006, 09:46 AM
another update

edit: not sure how well the arms will work out, i did reference some wires and
looked at some deforming animations but im still not sure how well the arms will
deform. :hurt:

now im scared to move to the legs :blah:

Nappa
14-08-2006, 09:50 AM
looks like u may need to flip some edges near the end of the peak's so it smooth out evil

rawk777
14-08-2006, 09:51 AM
This is the first character I actualy model, but I did a lot of tutorials and I read a big part of the 3ds manual :p .

This is ED 209 from the first robocop movie. At first I wanted to model Robocop, but ED 209 is much more cooler :).

Does it have to be the poly counter or the triangle counter??

evil-98
14-08-2006, 09:52 AM
looks like u may need to flip some edges near the end of the peak's so it smooth out evil

yes sir :lame:

thats a tri i acctually need to pull out that vertex a bite ;P

rawk777: tri count

Mesciurius
14-08-2006, 11:22 AM
Uzumaki Naruto -2980 tris made in wings 3D
The modelling part is done.
Now is time for texturing ( unknow teritory for me )
Gaara :cry: :cry: :cry: :cry: Why did you go away :cry: :cry: :cry:

Nappa
14-08-2006, 11:31 AM
yes sir :lame:

thats a tri i acctually need to pull out that vertex a bite ;P

rawk777: tri count
i noticed that vert also what i was really talking about was the noticable invisable edge in the chest near the end but seeing as u stated it was a vert that was to far back when u pull it out it may not be noticable after that. I made like a example for what i was talking about to help better.

It may help others :edge:

evil-98
14-08-2006, 11:36 AM
well take a look, i just pulled that vertex out and one more update for the night
and my invisible edge is already rotated to the best possible smoothing. :lame:
i say that only because i want the smoothing to seem to curve under the peak :dunno:

edit: but i do see some edges need to be turned, im just trying to get as much done
as possible so i can have more time tweaking and texturing, possibly normal mapping

rawk777
14-08-2006, 11:43 AM
evil-98: thanks for the answer


Post of Ed209 with a clearer view of the model. I never really unwarped, and I never rigged a character in 3ds (only did with xsi). This is a great challenge for me. (especially rigging this robot.. it shouldnt be easy).

The guns aren't modeled, and there is some more details on the legs and under the "head" to be added.

I'd like to have some comments.

Thanks you !

evil-98
14-08-2006, 01:26 PM
okay i lied one more update. im still working on the hands but i think everything looks
in place. next will be the head can cape! then texturing & normal mapping.

Seraphsys
14-08-2006, 02:50 PM
OK ive been working on the head, gonna have to pick up my pace a bit

RobRussell
14-08-2006, 05:01 PM
wow everyones making such fast and good progress, guess I better start getting a move on, just block out the head shape which is weighing in at 580 polys

BiG ToE-3DT
14-08-2006, 06:39 PM
evil-98: model looks great, but I noticed in your top view that his chest is a bit pointy. Should be wider. If you pull the 5 verts of the pecks and pull them towards the shoulds, it would lengthen the chest giving him that large muscle look, from every angle.

snows
14-08-2006, 08:50 PM
@evil-98 looking very good the only thing that bother's me tho is the chest, the ridges aren't working that well. I know you are trying to stay faithfull to the 2d version but I don't think it is reading well right now at least the front view, the side view reads better.

@simple minded- the finguers look much better. You should use a different wire color so we can see the wire better.

@ seraphsys- Fry, cool! looks good so far, kinda early to comment, I just like Futurama. ;)

evil-98
14-08-2006, 10:47 PM
BiG ToE: hum in not sure which vert your talking about but ill look into it
snows: what about the chest that isnt working?

BiG ToE-3DT
14-08-2006, 11:36 PM
look at it from the top view, try widening out the chest from there.

Klash120
15-08-2006, 01:31 AM
Another question :P When moving/rotating an object, I'm sure it's Pivot direction also changes, How do I move an object on it's LOCAL AXIS instead of the WORLD AXIS?

Hellhammer
15-08-2006, 01:46 AM
On the main toolbar that is on top of the screen you will see a rollout that by default says "view". Click the rollout to reveal the various pivot point options. This works for any kind of transform (move,scale,rotate)

aprentice23
15-08-2006, 05:26 AM
This will be the second time I am entering a challenge, my intensions are to finish this time.
This is the character I chose
http://img65.imageshack.us/img65/9505/vegetafrontwl6.th.jpg (http://img65.imageshack.us/my.php?image=vegetafrontwl6.jpg)

Here is what I have so far.

http://img65.imageshack.us/img65/3125/sideviewsw1.th.jpg (http://img65.imageshack.us/my.php?image=sideviewsw1.jpg)

http://img97.imageshack.us/img97/7081/frontviewey2.th.jpg (http://img97.imageshack.us/my.php?image=frontviewey2.jpg)


Any comments or suggestions would be greatly appreciated.

evil-98
15-08-2006, 05:34 AM
looks like a decent start but i dont like how the toys proportion to vegeta. i dont really like how this looks either but i think this might help you out.

http://esforces.com/images/model/vegeta.jpg
http://aftershock.xbox-scene.com/uploads/main/fighter/Vegeta%20Namek.jpg

vegeta is much taller then that
also these sprites might help you with some poses http://www.themysticalforestzone.com/Kajin/sprites/DBZ/vegetasheet.gif

well heres my start on the head. i dont know if i want to model the eyes.
looks like a waste to me. maybe normal map them.

how should i model the cape? physically attached? and how would that deform?

evil-98
15-08-2006, 06:25 AM
modeled a cape really quickly. it has a shell modifier over it. :xx:

evil-98
15-08-2006, 06:27 AM
i modeled it like this

BiG ToE-3DT
15-08-2006, 06:46 AM
Evil- you can texture the eyes and use the polys from that to add a few more to the cape. Then when you rigg it up for the pose, toss a few bones in the cape, then you can move it seperatly.

about attaching it or not, I would, when its rigged and skinned, the bones in the arm will affect the upper portion of the cape, even if it wasn't attached. So, why not.

aprentice23
15-08-2006, 07:23 AM
Evil, how tall is vegeta? When I use the measurement tool in maya, he is showing about 114 in. height. So that is about 9.5 ft tall, right.

Thanks for those images, I thought they looked great.

evil-98
15-08-2006, 07:58 AM
aprentice23: i have no idea how tall he really is but i found another pic and this ones is awesome, it has all his forms

http://static.justgamers.de/2/2256/news/kreshi_vegeta.jpg

Bizob
15-08-2006, 08:10 AM
Bizob here we go, look at the green line, make the model follow that i think.
sry i cant draw with mouse hehe.

Oh, OK. I'll see what I can do. Thanks for the crtiques.

Bizob
15-08-2006, 08:24 AM
i was unwrapping my ninja model and realized i had a problem with the feet
all i had left to unwrap were the feet and the hands. i collapsed the stack and edited the problem with the feet then gave it a new uvw unwrapper. when i loaded the saved uvws that i had before it gave me some really wierd seams (see attatched pic). i realized it wont read the uvws correctly unless you still have the same verticies. if you delete one than it wont read it at all
and if you weld some together it might give you some really wierd seam lines. i dont want anyone else going through all that work of unwrapping then loose it all like i did. if you have any changes to make, make sure there done before unwrapping because theres no going back without some major work.im not sure if im going to continue this competition because i really dont feel like doing 2 days of work over again.i do have time to go back and fix it but i wont do it today. good luck to all and i cant wait to see that chibi snake. the wireframe looked awsome!

You just made me love Maya even more...

BiG ToE-3DT
15-08-2006, 08:28 AM
not sure how tall Vegeta is, but I can tell you he is not 9 feet tall.

The cartoon uses human scale, and they have Vegeta as a short mean dude

BiG ToE-3DT
15-08-2006, 09:48 AM
ok, I finally got around to modeling. Should have a grab up sometime tuesday.

requiem2d
15-08-2006, 10:24 AM
evil-98, model looking good there :D Good shape, even somewhat stylized.

Inpw
15-08-2006, 10:30 AM
I'm model torso part and legs part separatly and make one careless mistake: as you can see - there are different sides on torso part and legs part. So, what should I do? Add polys at torso whole part? Or break only some lower edges (in that case the wire IMHO would look untidy) Or there are any other methods?

rawk777
15-08-2006, 10:34 AM
I modeled the gun and began smoothing groups. I still have 488 polygones left!

Is it ok not to attach some pieces with segments? like the pipes of the gun and the pistons of the legs ?

I could use my remaining polys to connect the cylinders or to fill the hole between the toes.

Any advices?

evil-98
15-08-2006, 10:38 AM
thanks i have completed my model ill post a some pics later tonight.

edit: for the normal mapping experienced, can i project just parts? like if i only
want to produce normals for the chest and arms, can i just model those parts?
or does it have to be a complete model? if im being dumb tell me. or if you dont
understand what im saying :smug:

omnicypher
15-08-2006, 10:47 AM
INPW: if you want to keep a good mesh flow and you have enough polys to spare, you could just select all the horizontal rings, connect them once, hold ctrl and select verticies, then expand them along the XY until its round.

omnicypher
15-08-2006, 10:53 AM
a quick update on my model. the texture still needs some work and im thinking of trying a normal or a bump map. acctually i dont really know the difference between a normal and bump map. if anyone can help me find problems with my model or texture or even how to draw wrinkles or make a bump map, i would be greatfull. this is what i have so far...

ThatDon
15-08-2006, 11:02 AM
Progress update, I'm only at 1300 tri's so far.

http://smg.photobucket.com/albums/v245/JohnyKnoxville/VincentWIP.jpg

evil-98
15-08-2006, 01:48 PM
alright heres the update i think im done, i can still optimize it but im pretty much done
i had a bunch of screen shots and had it all layed out and made it all pretty then
my computer crashed after creating a new folder on my desktop. :hurt:
i restart my computer and tryed opening my max file and it had an error!! :eek:
good thing i backed it up twice ;P remember to back you stuff up guys dont
be like me :grr: i had to do alot of stuff over because of my unstable computer :blah:

cheers

ThatDon
15-08-2006, 01:50 PM
looking good evil

evil-98
15-08-2006, 01:52 PM
thanks your model isnt looking so bad either, torso looks abit boxy and the arms are bit flat? lol
the feet look good tho, keep up the good work.

Mike_inel
15-08-2006, 02:46 PM
My client is taking too long... I guess i'll join in! I'll make the girl (I dunno her name) in Clover (Clamp)
I'm pretty sure i'll lost this time cuz FredH and the other pros are here... eep... X.X'

ThatDon
15-08-2006, 03:22 PM
Another Update, Looks like I'm going to have to redo part of the hair since it's hoggin 626 Tri's. http://smg.photobucket.com/albums/v245/JohnyKnoxville/vincentWIP2.jpg

freedie
15-08-2006, 05:41 PM
This is my first time doing one of theses challenges and i have decided to model of my one of favorites characters. i welcome every critics.

freedie
15-08-2006, 05:46 PM
one more thing plz how can i put here larger image?my is only 100kb and is really small and how i see the people here have really large images....thx

Knut
15-08-2006, 06:27 PM
You can upload the to imageshack.com or photobucket.com and use direct linking.

As for me, I have finally gotten around to somewhat settling down for a few days so I wanna join the competition, just gotta figure out which character to model :)

simple_minded
15-08-2006, 06:59 PM
Knut, do a Sin City character, suprised no one has yet.....


aprentice23, thatdon- just wondering why you chose the characters you did?

BiG ToE-3DT
15-08-2006, 07:28 PM
edit: for the normal mapping experienced, can i project just parts? like if i only
want to produce normals for the chest and arms, can i just model those parts?
or does it have to be a complete model? if im being dumb tell me. or if you dont
understand what im saying :smug:

In max when you project the normal map, you need to place the high poly and the low poly on top of each other. So to answer the question, No you don't have to model the whole body, just the parts you want to have more detail in.

Keep in mind, you need to have the low poly unwrapped first.

MonteCristo
15-08-2006, 10:01 PM
Brilliant work everyone. Sorry my responses are so sporadic at the moment, but I don't have the internet at home. Keep going guys, some really promising entries here. :D

UVW Mapping is done, as is the Rigging. Now the fun part... texturing!!! :dance:

MonteCristo
15-08-2006, 10:01 PM
another angle

Brazucka
15-08-2006, 10:03 PM
Ok, that´s it. I´m gonna try.

Hi there. I´m initiating in character modelling for a long time (lol).
This time I guess I´m doing better than all the other ones. I´m
gonna try to make Ryu, from Street Fighter, ok? Got some
reference images and started to model. Could you help me, please?
I saw that most of you are experienced in modelling characters.
I have a lot of doubts about cutting edges, polygons, triangles, all
this stuff you may plan to prepare decent edge loops. By the way,
I left the foot and hands to model after the body and had. Enough
talking, here are the images.

Reference
http://i9.photobucket.com/albums/a84/brazucka/Threedy/evilryu456.jpg

Model Sheet
http://i9.photobucket.com/albums/a84/brazucka/Threedy/comic-male.gif

First Shot
http://i9.photobucket.com/albums/a84/brazucka/Threedy/ryu_01.jpg

Smoothing Groups
http://i9.photobucket.com/albums/a84/brazucka/Threedy/ryu_01a.jpg

Turbo Smooth Test
http://i9.photobucket.com/albums/a84/brazucka/Threedy/ryu_01b.jpg

Poly Count = 1034 by now
http://i9.photobucket.com/albums/a84/brazucka/Threedy/ryu_01c.jpg

Ok, that´s it. Could you teach me how to improve my model?
Thanks a lot and good work. Oh, sorry for my bad english.
:)