View Full Version : Tsutomu Nihei inspired
Hit-Reset
13-08-2007, 12:06 AM
This would be my first post here. So, pardon my newbie-ness. Anyway, I figured I'd post the WIP of the character and scene I'm working on for one of my classes. We had to do a character or vehicle and put them in a scene/environment/whatever. I've been really inspired by Tsutomu Nihei's artwork (Blame!, Noise, Netsphere Engineer, Snikt!, etc) so I wanted to kind of take some of that cyber-punkiness into my model and scene.
Mind you this is my first full character model-- ever. I didn't want to go realistic and i didn't wanna go too cartoony... Just a touch stylized. I'm happy how its turning out this far. I think I'm done with the modeling process. Except some minor tweaks. Unless any of you have some ideas or critiques.
Anyway, enjoy!
http://img.photobucket.com/albums/v116/xandermx21/11.jpg
http://img.photobucket.com/albums/v116/xandermx21/12.jpg
Bigley
13-08-2007, 02:18 AM
Do you plan on adding anymore details to him? And I would say your render is a little too bright. Kinda makes a few of the details less visable. You should add a bit more contrast for better critiques.
Wireframe?
Nice job so far though!
Hit-Reset
13-08-2007, 04:02 AM
Detail wise, I don't know how much more I want to put into the model. I'll probably put in some folds and wrinkles into the shirt's model, but try to keep the rest of the stuff in the textures. Mostly because its for a texturing class so we'll see what i can get out of normal maps and painting.
Just noticed some verts on his boots got pulled up... kind of got some elf feet thing going on. Gotta fix that. haha.
The props (the sword and gun) are kind of in the beginning stages. I'll be working on those models a lot more. I just started working on those so they're looking rather plain.
Also have to add some more geometry to the head so I have enough geometry to do morph targets (whenever I get around to animating it).
Anyway here are some wires:
http://img.photobucket.com/albums/v116/xandermx21/VidarModel/wire4.jpg
http://img.photobucket.com/albums/v116/xandermx21/VidarModel/wire3.jpg
Hit-Reset
19-08-2007, 03:53 AM
Haven't had too much time to work on this. Finished unwrapping everything... Which, by the way, unwrapping is the biggest annoyance on the planet. Anyway, start and pretty much finished texturing the head. I've got a few areas to clean up, and the hair needs a fair amount of tweaking. I really messed up his face (purposely) kind of destroyed all symmetry between one side and the other... make him look like he's had a rather rough life.
http://img.photobucket.com/albums/v116/xandermx21/VidarModel/17.jpg
http://img.photobucket.com/albums/v116/xandermx21/VidarModel/18.jpg
http://img.photobucket.com/albums/v116/xandermx21/VidarModel/19.jpg
RHedendahl
19-08-2007, 07:25 AM
I like the the cut (maybe add some spec in it) and the hair (alittle darker could be nice). The rest of the face is alittle "boring" and maybe needs some more color.
Keep up the good work.
Hit-Reset
20-08-2007, 04:12 PM
Finished the shirt and the pants. Pants could use some minor tweaking. Was going for a spacey machine made leathery feel to the material. Something kinda plasticy. Besides, we all know hexagons are futuristic. ^_^ hahaha. Gotta figure out what i'm doing with the sleeves and gloves. I dont know if I want to keep the same material with the honeycomb pattern except instead of the black make it red? Suggestions?
I suppose compared to how beat up the rest of his face is the one side is a little plain. I'll throw some some dirt or something on there. Anyway, darkened up his hair a touch and it looks much better. Thanks for the suggestion!
http://img.photobucket.com/albums/v116/xandermx21/WIP0004.jpg
http://img.photobucket.com/albums/v116/xandermx21/WIP0000.jpg
http://img.photobucket.com/albums/v116/xandermx21/WIP0001.jpg
frostsnake
20-08-2007, 09:07 PM
this is awesome,like the texture update;)
the lines going down the nose looks very sharp, also the mouth could be defined better.maybe make the head longer.
also how is he suposed to reach that blade?
keep it up! cant wait to see some animations with this guy,
Hit-Reset
22-08-2007, 11:09 PM
Well I'm almost finished texturing him. I'll probably make some minor tweaks here and there til it gets to the final render. Gonna rig him up eventually so I can pose him in the scene.
frostsnake: Thanks! Yeah now that you mention it some weird sharpness in the nose. Some bad cartilage healing? Haha. I'll probably go and soften that up, also gotta fix the texture a bit. Gotta tweak my UVS around the mouth a touch. He's flexible? Hahaha. Good point. I didn't think it was too high when I modeled but in retrospect, that would definitely not be a comfortable height to grab it. I'll address that. Thanks again for the CC!
Now to fix those tweaks and start his environment! Stay tuneddd.
http://farm2.static.flickr.com/1056/1207117426_a1f3005956_b.jpg
High Resolution Version (http://pics.livejournal.com/so_die_young/pic/0009101c.jpg)
Cranium
23-08-2007, 11:10 AM
You really know how to do textures man ! nice work ! ! how did you create that hair ,and how did you map the textures?
RHedendahl
23-08-2007, 11:40 AM
Nice texturing! But I would get rid of that "mini jacket" and have some bare arms and then gloves. Right now it looks alittle weird.
Keep up the good work.
Hit-Reset
23-08-2007, 05:23 PM
You really know how to do textures man ! nice work ! ! how did you create that hair ,and how did you map the textures?
Thanks a lot! This is actually my first character ever so, I was unsure how he was going to turn out. I'm used to texturing hard surface things so something organic was a bit new. I had a class where I had to model and texture my own face and that pretty much was the only other time I've done something human.
The hair is done with hairfx. Styled with splines, and grown from them. I could probably get a similiar result with hair and fur but i'm more comfortable with hairfx.
Texture wise the textures were made using a lot of photographs. I can't digitally paint all that well so I use a ton of photographs to do my textures. I didn't want to be too realistic with it, so i grunged up a lot of him with pictures of like oxidized metal, dirty concrete, and stuff like that, then applied them with Brazil materials.
I hope that answered your questions? If you want more specifics i'd be happy to explain. ^_^
Hit-Reset
06-09-2007, 08:47 PM
Oops forgot to update my posts here.
Anyway, ran out of time to really finish the environment to turn in my project. So this was a good stopping point. I'm sure i'll come back to this eventually and finish it. Anyway, enjoy.
Click for hi-resolution
http://pics.livejournal.com/so_die_young/pic/00094c6c/s640x480.jpg (http://pics.livejournal.com/so_die_young/pic/00094c6c.jpg)
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