View Full Version : #25 Android / Cyborg
InProgress
21-09-2008, 04:07 PM
nice concept L3X. Can't wait to see it in 3D.
L3XICON
21-09-2008, 05:23 PM
thanks inprogress :D here's a quick wip shot of my base mesh so far:
Novian
21-09-2008, 05:53 PM
L3XICON: How do you model those hands so quickly? Just lots of pratice or do you have a method/process that makes it easier?
Cheers~
katana
21-09-2008, 05:58 PM
and drawing with the mouse again has been weird after using tablet at work! laptop I have here in amsterdam isnt perfect for doing 3d either, but will see what can be done :D I miss my desktop!
I'm glad to see you here, but who are you kidding? All you need are a crayon, a battery and an Etch-a-Sketch screen and you'd still kick butt!
razwan
21-09-2008, 07:05 PM
hey guys, long time since i've posted on threedy
i've started modeling something yesterday just i didnt had the chance to poste it..so here it is:
FrZnChAoS
21-09-2008, 07:13 PM
Calcuttason: sweet concept, probably would wind up pretty tight on triangles if you attempt both characters though
Agent-x: insane concept, especially if you can make him transformable.
Continued building up the body. at about 3k tris so ill have to go back to the lower leg and weld some more detail out of there to come under budget.
InProgress
21-09-2008, 07:18 PM
L3XICON: Good job so far. What's the polycount on it at this moment?
Finished blocking out the arms and optimized it a little. The poly count is at 6031 tris. Still need to make those joints :) Was thinking to make a big hand o the other arm, if anybody has other ideas, I want to hear them.
Novian
21-09-2008, 07:51 PM
InProgress: Looking good man. Your ibex and my chick can have a minigun fight. :) The big hand idea sounds good. Or maybe a different type of weapon, like a flame thrower?
Cheers~
L3XICON
21-09-2008, 08:09 PM
Novian thanks man, erm no real trick to the hands, not sure I am very quick with them lol. good referance images always helps :D
katana bah I wish! lol, thanks man.
razwan great start, would love to see a closeup wire shot of the head
FrZnChAoS loving the details, and the armour plates, shaping up to be awesome man :)
InProgress thanks :) poly count is just under 5k, but this is just a base for putting into zbrush for the organic areas and clothing, and for building up high poly details in max for the metal areas. the final low poly will probably have a fair bit of revision - for starters I have no tri's on this mesh for zbrush, final low poly will have some :P - loving your ibex bot. looking great, will be interesting to see how you blend in the organic and non organic areas
quick update. still need to work on all the metal areas (the belly, backpack, gun and some other bits and bobs I want to add...
Dunric
21-09-2008, 08:27 PM
InProgress Looking great now , that machinegun-hands really fill the overall silhouette .
L3XICON Your mesh looking so clean , i wish i can do topology like that . And your DW3 entry was just amazing . I think we all must increase our efforts now , cause to compete with guys like L3XICON is not the easy thing , but it inspire a lot .
Calcuttason
21-09-2008, 09:34 PM
Thanks everyone for the feed back ill just go for the human with the 8000 tri.
Heres the second concept i did to get more familiar with the character. I still have to fix some stuff and finalize the back of him. but for now its go time on the model!
BiG ToE-3DT
21-09-2008, 09:43 PM
FrZnChAoS: make sure the geometry on the inside of your mesh is deleted, it will save you a ton of tris.
TonyClifton
21-09-2008, 10:47 PM
I finally got my concept going: a cyborg decendent of an old ball pen dynasty, like a writers family member , something like that.
great stuff already going on here, I will try to do a Warlock 279, and comment all the WIPs in the coming days...:)
http://img262.imageshack.us/img262/6896/conceptlowpolycyborgzb4.jpg (http://imageshack.us)
http://img262.imageshack.us/img262/conceptlowpolycyborgzb4.jpg/1/w609.png (http://g.imageshack.us/img262/conceptlowpolycyborgzb4.jpg/1/)
Rogue One
21-09-2008, 11:04 PM
L3XICON: Nice concept and I am impressed with how clean you're low poly mesh is.
Calcuttason Love the Concept art ! Cant wait to see that in 3d.
Update: I was wanting to add the main weapon so was playing around with ideas for that. Have a look and let me know you're thoughts please. My friend said his main weapon looks like a potato peeler. I can see what he is getting at. :smug:
Also did some golden eye inspired modelling and gave a DK mode head.
I made me laugh so I thought I would share.
katana
22-09-2008, 12:03 AM
That's looking great Rogue One...
Joseph Pomeisl
22-09-2008, 01:09 AM
LEXICON: That's great work. Very cool character. I am very excited to see the progress.
Agent X: Good luck!
CalcuttaSon: Nice pictures. Should turn out well in 3d, after seeing your last entry (which I liked alot, too bad it was late!)
TonyClifton: You're a strange bird, my man. I like it.....
RogueOne: Your character keeps getting better. Keep up the work.
InProgress: Nice work! I was kinda wondering what you were going to do...really cool.
Best wishes to everyone!
And here is a small update: deleted quite a few faces, changed all round objects to 6 or 8 sides (from 12), remade the forearm cylinders....
Agent-X
22-09-2008, 02:18 AM
Thanks for everyone for the liking of choice of concept. Here is my work in progress. now to chop this thing up a bit into seperate pieces and add a few things here and there to figure out the tranformation, then Ill go back and refine each individual piece.
http://i143.photobucket.com/albums/r125/extremecreations2001/TracedJurassicParkFigure-1.jpg
http://i143.photobucket.com/albums/r125/extremecreations2001/Test002.jpg
http://i143.photobucket.com/albums/r125/extremecreations2001/Test001.jpg
FrZnChAoS
22-09-2008, 05:58 AM
Lexicon: looks great, topology is really solid
Big Toe: Yea for sure, certain areas you can see inside, so having to make judgement calls about what will be visible or not.
Rogue One: might want to consider a weapon thats very heavy to counter balance his stance. will make it easier than fixing the form of the feet if you want.
Joseph: all your primitives looks very optimized and everything, looks great so far.
agent-x:cool start.
Getting pretty close to finishing before going into z-brush for the detail work. model sits at about 7000 traingles when mirrored together. still have some more optimziing. should meet the budget pretty close.
Dunric
22-09-2008, 08:47 AM
I just tried another variation ... which one is better ?
Sylverstorm
22-09-2008, 09:58 AM
@Everyone: Looking great so far, can't wait to see it all finished. :)
Will be going for a cyborg girl myself. Hopefully I will be able to finish it on time / at all. ;)
First WiP shot of the head, also have part of the body done.
poopipe
22-09-2008, 10:13 AM
wee! looking good lex.
I'll be living in hope that hookers and bongs distract you and your laptop blows up so I have chance of placing in this one :D
me wise... I've done some more but the fact im bouncing between 3 computers and 2 phones with no broadband setup yet means coordinating latest versions with web connection is pretty difficult :)
razwan
22-09-2008, 01:18 PM
Here is the wire shot of the head and a update
Novian
22-09-2008, 01:55 PM
razwan: Looking good. I especially like the jet pack!
Cheers~
BiG ToE-3DT
22-09-2008, 01:55 PM
FrZnChAoS: 2 sided textures will help you.
dudidam
22-09-2008, 04:28 PM
hello everyone. been watching for a while. i think i'm gonna jump into this one.
great works, everyone! hope i'm not late....
razwan nice model and jet pack! but something bother me on the top side of forehead. it should have more sphere look, imo...
Warlock 279
22-09-2008, 09:19 PM
Novian - Not bad, I think his wings are a bit small for flying's sake as Katana suggested, but with that mini gun around, I can't see him stowing it for flight anyway. I would probably thicken the wings a little bit tho since he's gotta tote that big gun around.
psycosven - Coming along well, I think you're over complicating that shoulder tho. You could probably simplify it a bit and still keep same outline/silhouette. The extra shape is nice if you can afford it, but sometimes it can lead to more trouble with rigging than its worth in my opinion, and can be done just about as well with textures, especially if you're using a normal map. Take a look at how some of the others are handling the shoulders on their models and see what you think. It won't hurt to go with what you've got this time, and see how it works for you [everybody's different], and refine it on future models if need be.
Rogue One - Looking much better, I think you've finally got that balance issue put to rest. He's still seems a little forward, but its certainly plausible now. Potato peeler? I see a giant ink pen nib, like the kind you dip in an ink well. Looks pretty cool on him tho. Wow, the giant head really changes the feel of the piece, lol.
Agent-X - That's quite ambitious. Base looks good so far, it'll be interesting to see how you manage this, and if you can pull it off.
Calcuttason - Awesome concept, and nice color choice. I really like that cat's design. Looking forward to seeing where you go with this, and judging from your last piece, I'm sure you'll have no problem carrying the style over to 3d from your concept.
L3X - Nice concept, and you're off to a great start with it so far. Nice clean base mesh, I'm sure this will shape up to be awesome. I love the feet.
razwan - Really nice start so far, I dig the way you handled the lower legs, I'd kinda like to see that approach applied some to the arms as well perhaps. Face looks good, jet pack is pretty cool as well.
FrZnChAoS - Coming along really well. You certainly have some optimizing to do, but this is looking great so far.
InProgress - Big claw like hand for the other arm would be my thought. The legs seam kinda short to me personally. He's got a long sleek body, and seemingly really short legs. I realize that's in part because they're "folded" as you have it now. Maybe they're alright, guess we won't know till you get him up and walking. This is turning out really nicely, keep it up.
TonyClifton - That's a fun concept. Is that a giant ball at the bottom that he rolls around on?
Joseph Pomeisl - Looking good, and much cleaner now. I'm thinking maybe add in 3 segments to the two hoses that run up to the tank on his back, they're a little faceted and are really freestanding in the silhouette, so they could probably benefit from the extra polys.
Dunric - I think I personally preferred the spider legs. I really like the addition of the severed arm tho, that adds a nice bit of story to the character.
Nyuu! - Nice start, maybe a little dense up the middle of the forehead but you can clean that up down the road. Basic looping/structure looks pretty solid.
TonyClifton
22-09-2008, 09:53 PM
that´s right, Warlock 279, he´s from a pen ball family!
Novian
22-09-2008, 10:54 PM
Warlock: Thank you for the C&C!
Cheers~
Novian
22-09-2008, 11:47 PM
Almost done unwrapping the feet. So many little pieces. How's everyone else doing?
Cheers~
poopipe
23-09-2008, 12:31 AM
hang on, whaat are you doing unwrapping when I've only just got through my first pass on the sculpt? :p
I'm waiting for my topogun license to come back-polyboost isn't doing it for me.
any other decent re-topo tools out there,preferably with a fully functional trial period and that behave just like topogun?
katana
23-09-2008, 02:18 AM
hang on, whaat are you doing unwrapping when I've only just got through my first pass on the sculpt? :p
I'm waiting for my topogun license to come back-polyboost isn't doing it for me.
any other decent re-topo tools out there,preferably with a fully functional trial period and that behave just like topogun?
heck man, I've got 48 hours into this already and I'm not even done with my block out....draggin' a$$ here...
dudidam
23-09-2008, 04:38 AM
same here. just got join and doesn't have any base to unwrap or sculpt...
anyway, here's a quick sketches of my android. more details will come out soon..
http://i121.photobucket.com/albums/o229/dudidam/android_01.jpg
Novian
23-09-2008, 04:48 AM
Ok all now that it's so late it's early and I'm coughing my lungs up, it's time for bed.
Cheers~
FrZnChAoS
23-09-2008, 05:04 AM
finished the base model. not super happy with the helmet at this point. going to go through and smooth out a few more edge loops before going into zbrush for the detail work.
heres some orthographic views, crits appreciated. still need to make the weapons also...
Calcuttason
23-09-2008, 05:23 AM
gnome, Rogue One,Joseph Pomeisl,Warlock 279: thank you very much i hope i can pull it off.
FrZnChAoS: nice mesh.
L3XICON: cool character. i enjoy the style.
Joseph Pomeisl: cant wait to see ur end product looking good so far!
InProgress that goat is one BAMF.
Heres the first pass block out. kinda tight on the budget so im ganan keep chipping away befor i add more armor and whatnot.
Peace!
InProgress
23-09-2008, 10:44 AM
Calcuttason: Thanks.
L3XICON: Thanks, that's a lot coming form you :)
Warlock:Thanks. I tried several hands yesterday (hence no update), and none of them fit the character, and before hitting the hay, made a big 3-fingered hand, which fits pretty well, at least in the drawing. Hopefully, I can make it fit the desing in 3d too. Someone told me on another forum to lift him up, so that the ankle joint is above the knee joint, but to me it looked top heavy, with skinny frail legs. I'll post up a screenshot of what I mean in a couple of hours.
L3XICON
23-09-2008, 11:09 AM
wee! looking good lex.
I'll be living in hope that hookers and bongs distract you and your laptop blows up so I have chance of placing in this one :D
hookers and dope in Amsterdam?! nah never :P
me wise... I've done some more but the fact im bouncing between 3 computers and 2 phones with no broadband setup yet means coordinating latest versions with web connection is pretty difficult :)
excuses, excuses. get going man :)
poopipe
23-09-2008, 11:57 AM
aha! I left my memory stick in the car rather than completely forgetting it.
slightly revised base mesh
first sculpt pass
topogun license arrived (thankyou cristi) so I'll retopo this evening and then probably polish the rest of it off in Max since it's all hard surface stuff barring the hand and hooters
I think I've got the boobs the right shape - i was after a sort of upturned cheeky look. Dunno about that neck, it's a bit robocop but it's quite a nice design.
anyway - let rip lads
InProgress
23-09-2008, 12:01 PM
Looks good so far poopipe
InProgress
23-09-2008, 01:21 PM
Thisis the best atempt at making a hand that fits. It's just a basic version of it, a placeholder if you wil, so I can see how it looks without waisting too much time. Any critics?
poopipe
23-09-2008, 03:24 PM
you're missing the 3rd joint on the fingers ;)
rigging hint:
with simple fingers like that you're best off running a loop along each side of the finger then putting 3 segments on the outer edge of a joint and 2 segments on the inner edge - it dramatically reduces mesh collapse when the fingers bend
otherwise the shape looks pretty sound :D
edit:
oh look - my elbows are in completely the wrong place
vicban3d
23-09-2008, 03:27 PM
Got some free time this week, so here is an update. I already have 7601 tris so I will have to weld a few vertices here and there. Next I will be working on the head, the right arm and the back portion of the body. Maybe I'll make the right arm mechanical as well with a huge blade on it or something. C&C welcome.
InProgress
23-09-2008, 06:01 PM
vicban3d: Looks good, but it's a little hard to see the details you put in it.
Almost finished the low poly. Only things remaining are the shoulder joints and a hell of a lot of optimization and detailing :) Also, here's a screenshot of the goat's raised stance as Warlock said.
Joseph Pomeisl
23-09-2008, 06:06 PM
CalcuttaSon: looking nice. I like this one alot. keep it up!:)
FrZnChAoS: cool character. PINK IS PUNK! Maybe the forearms could be lenghtened a bit...forearm(elbow to wrist) length = upperarm length
dudidam: great concept!
InProgress: nice, looking better every time
Orrin Hogan
23-09-2008, 06:48 PM
Update... got the model down to about 7400 tri's have to optimize the chainsaw a bit and will move on from there to unwrapping.
Novian
23-09-2008, 08:05 PM
I should be done unwrapping today. If not then certaintly by tommorow. Paint WIPs soon.
Cheers~
Warlock 279
23-09-2008, 09:58 PM
dudidam - Cool sketch, nice lines to it. Should be cool when you move it to 3d.
FrZnChAoS - Looks pretty good, are you gonna retopo it on the backside of Zbrush? Looks like you've got a lot of places that could stand some clean up yet. What are you plans for the insides, keeping it hollow?
Calcuttason - Nice start, hands are looking kind of big, if that's not intentional, may want to check them. Other than that proportions and shape are looking pretty good.
poopipe - Looks pretty good, not sure what you mean by the elbows being in the wrong place, they're further up the arm than normal, but I thought it worked with the style of the character. I guess we'll be seeing more plating when you to the hard surface stuff in Max. Maybe carry that ribbed tube from back of the neck over to the back of the knees...and work it in another place or two, and I think it'll look pretty cool. Kind of stands out now, I think largely in part because its one of most details elements so far.
vicban3d - Coming along well. That big gun looks cool on there, and overall he looks sufficiently robotic. Just a thought, but might be cool if you went with a sort of a cyber/circuit board type look for the wings when you get around to texturing them, might work, might not.
InProgress - Looks good, I think personally I'd still probably raise him up a little more, even if that meant you felt like beefing up the legs a little yet. Might just be a matter of personal preference tho, no one else seems to find him looking short. :) Did you try a claw like hand similar to something like what's on the power loader from Aliens (http://www.oziegoods.com/prodimages/HTPowerloader/Aliens_Power%20Loader%20with%20Ellen%20Ripley_02.j pg)? That's the kind hand I was thinking you'd go with, something simple and all business.
Daddy OH - That looks really solid, pretty good poly distribution, the low back might be a little heavy, but pretty fair otherwise. The chainsaw looks pretty cool, any plans to make it look a little more high tech maybe?
Orrin Hogan
23-09-2008, 10:54 PM
WARLOCK I don't understand what you mean by "the low back might be a little heavy". Did you mean heavy as in fat? Also I wasn't sure if I wanted to keep the chainsaw hi or low tech in order to keep it closer to the DOOM theme:evil: I was trying to go with. Originally I wanted to attach it as a limb but since DOOM is a FPS that didn't really make a lot of sense as the character would get killed before getting close enough to do any damage where as a an unattached chainsaw the weapons would be interchangeable. On the other hand I may have put way to much thought into all of this:crazy:
arillious alyas
23-09-2008, 11:14 PM
Am i too late to join in??? haven't been in one of these things before... Im really excited to be apart if i may. This is my first time ever showing my work on the web. Hope you guys like, and I'm not out of my league. Any C&C is welcome and encouraged. I started working on my piece for the contest like 2 weeks ago. or was it beginning of last lol ???
Anyway hope you guys like. The following pictures are of the hi-poly model ill be using for the normal map... my idea is to try and go for a rather conservative cyborg/android character.... the the military SR 71 black bird and that other triangle shaped stealth bomber i cann't remember the name of. The design I'm going for is like those two bombers I'm speaking of; sinister sleekness without being flashy... i grow bored of seeing the typical crazy robots. although still cool i just thought I may try this.
i plan to give some rather interesting wings on his back and im playing with the idea of his arms having the ability to turning into wings as well. the story behind this character is that it is a One of a kind Prototype cyborg designed for flight and air combat (like a stealth bomber, but in humanoid form lol). the wings that will be on his back allow him to travel at the speed of light and the wings his arms might turn into allow him to simply fly.
meh hope i don't sound lame.
setschaos
23-09-2008, 11:43 PM
arillious alyas: Awesome work, I hope that your texturing will be as impressive as your highpoly sculp. I like the sleek concept as opposed to the war-machine grunge look. Good luck and again, very nice entry
TonyClifton
23-09-2008, 11:48 PM
great work so far, guys! man, there are too many posts to comment everything, I give up. I am still creating the base mesh, I will try to post some stuff in the end of the week...
Warlock 279
24-09-2008, 12:17 AM
Daddy OH - I meant in terms of poly density, shapes fine. You've got a lot of vertical rows of polys on something that wont really bend/fold against them at all, so you could weld some of them out to save some tris. Not really hurting anything, but if you're looking to push your tri limit, and need a few extra tris, that's a place you could easily pick some up.
I thought the chainsaw was a cool a pretty cool direction to go. Either way, futuristic or modern works I think. I'd still be partial to seeing a futuristic take on it, but that's just me.
arillious alyas - First things first...welcome aboard! Those would be the B-2 Stealth Bomber and the F-117 Nighthawk, with the triangle shapes. Two very good places along with the Sr-71 to draw some sleek inspiration no doubt.
Check the size of his hands, not sure they're looking quite right maybe a little small, could just be that you have perspective turned off in your veiwport [that always confuses me]. Sculpts looking pretty awesome, and I think you've definitely captured some of the sleekness you're going for. Look good so far.
camaleonhell
24-09-2008, 12:41 AM
here is mi wip :)
http://img211.imageshack.us/img211/1676/androidewipnc2.jpg
katana
24-09-2008, 01:57 AM
Time for my update. I generally just tried to get a correct proportion and basic anatomy block. I'm happy with it and with the count. I'm going to start working on the cyber stuff now. i also am not sure if i am sculpting in the fur or am going to try maya's hair system...i also got rid of that errant edge loop running down the hind leg. Although it's nowhere near as pretty as some of the others...I think I'm getting a handle on this poly stuff...crits as always welcome...Thanks.
http://img.photobucket.com/albums/v112/katana2665/finalanatomyblock.jpg
http://img.photobucket.com/albums/v112/katana2665/profile.jpg
Darchand
24-09-2008, 02:43 AM
Good evening everyone,
Unfortunately last L.P.C. I was unable to enter because I had to send my computer in to get fixed which is too bad. But I am hoping to make up for it in this challenge with something that I am hoping will blow you away. I look forward to your crits and comments to help me out because I already know you all have great advice.
Here is my image. The idea here will be half man, half machine, 100% rock and roll. Hope you guys like I hope I will be able to give you some updated image tomorrow.
http://i534.photobucket.com/albums/ee344/Darcwander/wip_1br.jpg
FrZnChAoS
24-09-2008, 03:24 AM
Warlock 279: Its going to stay open in those sections. What spots do you think need work the most?
poopipe
24-09-2008, 09:21 AM
warlock : you're probably right on the cable. I'll be running similar stuff through the joints so it might balance out.
The upper arm is too long in that version - the elbow ought to tuck in just under the ribcage and it's more at waist level =. I think the whole thing's being thrown of by the shape of the non-giant arm though so I'm back to the drawing board on that anyway.
dudidam : nice concept dude- didn't see that before as I really don't get much time to check the forum out at the moment. I'm really looking forward to seeing the horsey built
Sylverstorm
24-09-2008, 09:36 AM
Warlock279: Thank you for the comment, it's really nice getting some advice on how to improve. :)
Dudidam: I really like your Centaur/Cyborg concept.
Calcuttason: Awesome concept, and nice start on the model.
Poopipe: Can't wait to see some more details on that 'girl'.
InProgress: Looking nice, but I agree with warlock. Maybe buff up his chest a bit to go with the huge arms too?
Daddy oh: Looking nice.
Arillious: Looking good, nice with muscles and still make him look like a machine.
Camaleonhell: Nice, can't wait to see how it turns out.
Katana: Nice, but his feet look a bit strange in my opinion.
Darchand: Fun character. There are some polygons with 4< sides, if I'm not mistaking.
Did some more work on my own model, next up will be clothing and then it's time to attempt some sculpting.
hi all,
nice things so far. I'm a bit late to enter, so hopefully I'll get this finished. I will try to make below concept. It's some kind of android helicopter. Arm will be human, foot (and maybe upper leg) too. The whole machine is controled by the fetus... (got the idea very late at night).
Not sure how the glass issue will work out, we'll see I guess.
Saludos
TonyClifton
24-09-2008, 12:28 PM
katana, great model!!! I think the chest could be just a little bit bigger..what do you think?
roel, looking gooood! saludos!
Calcuttason
24-09-2008, 12:47 PM
Joseph Pomeisl, Nyuu!: Thank you!
Warlock 279: I fixed the hands thanks!
arillious alyas: Very cool sculpt!
Im almost done with the low Base. Its 8 AM im going to bed!
Peace!
dudidam
24-09-2008, 04:37 PM
thx, Joseph Pomeisl, Warlock 279, poopipe, Nyuu!, and everyone too! great progress so far, guys!
poopipe looks great! the neck was okay, but the boobs could get a little bigger
vicban3d nice mantis. i'll consider to make the head bigger so the eyes can get more attention to the character.
InProgress cool. maybe if you've add the shoulder join, the chest gonna look wider.
Daddy OH agree, perhaps you should optimize poly distribution on the chainshaw
arillious alyas looking ace, man!
camaleonhell i guess the breast are too low
katana nice... the feet are too long. i might consider to get a bigger chest and make the stomach more bulky.
Darchand cool bionic rocker. you spend a lot of tris on the neck and the bone. add more poly on the chest and shoulder won't hurt i guess...
Nyuu! wider the shoulder. and the arm still look too small, imo
roel nice concept there!
Calcuttason wow, you're fast. i can say that this one are gonna be great!
keep it up everyone!
razwan
24-09-2008, 04:37 PM
update:smug:
InProgress
24-09-2008, 06:57 PM
CalcuttasonLooks great so far.
razwan. I like the gun and I wouldn't want to be stepped on the foot by her.
Well, didn't try that claw, but I tried making the shoulder joints. This is the best I could come up with. Any ideas?
Novian
24-09-2008, 07:46 PM
InProgress: I like the hip joints better, perhaps you could replicate that style onto the shoulder joints? It might be worth a look at least.
Cheers~
InProgress
24-09-2008, 08:07 PM
Novian: Thanks, I'll have to try it tomorrow. If not I'll probably add some more pistons to make the joint bulkier :)
Orrin Hogan
24-09-2008, 08:32 PM
Ok latest update, I optimized the chainsaw and was able to squeeze every last bit out of both. I did lose a few more edge loops on the legs and back as suggested which helped tremendously in order to keep the chainsaws basic shape. Im currently at 7,994 tri's. Also I was wondering what anyone thought about a cracked visor as if the character had been attacked already, but have it modeled as in the pic below, any comments? I think though I'll probably just wind up relying on opacity mapping or does it even look good enough to keep?
Warlock 279
25-09-2008, 12:17 AM
camaleonhell - Not bad. Are the "shorts" meant to be pants, or is that area going to be flesh? I like what you did with spine.
katana - Looking pretty good, I think you may have used a lot more polygons in the toes/fingers than you really needed. I realize the finger will probably need most of the geometry so they can deform to hold the spear, but the toes probably aren't going to grip anything, so you only need enough to make him walk on them. I think Maya's fur counts against your tri limit, I'm not sure, you'd have to ask BigToe about that. An extra loop in the upper should/arm might not hurt.
Darchand - Not bad, nice start, I like what you've done with the torso, tho it seems a little long, as does the neck. I think your face could use a little better structure, around the eyes it isn't bad, but the mouth could use a loop or two. Check out these two links [ ONE (http://forums.3dtotal.com/showpost.php?p=663180&postcount=75) - TWO (http://www.subdivisionmodeling.com/forums/showthread.php?t=8911&highlight=face) ] for some ideas on a better head flow.
Poopipe - Ah, gotcha, yeah, seeing as the elbows should fall a bit above the navel, whilst not present on your model, would be I'd figure about where the elbows are now, like you said, the waist. Actually, I think the non-giant arm is just too long altogether, since the finger tips should usually fall around mid-thigh, they're falling at almost the knee on your model, I think if you shortened the whole arm up some, and corrected the upper arm on the giant arm accordingly, you'd be back in business.
Nyuu! - The shapes pretty good, but I think you've stretched the torso quite a bit. The bottom of the ****** should be a little below where the top of the hips are now I think. Flow looks pretty good. Shorten the torso up and I think you'll be in pretty good shape.
roel - Cool sketch and cooler concept, I'm looking forward to seeing you get started on this.
Calcuttason - Yep, much better now. Looks like the armors starting to take shape. Gun and sword look pretty good.
razwan - Looking sweet. Maybe a belt or something? Torso looks a little plain compared to a lot of the detail you have elsewhere. Left forearm looks maybe a tad short, that could be due to the armor on it tho.
InProgress - Yep I second Novian's suggestion of using the same joint for the shoulders as you have for the hips. Essentially, I guess you'd just be reversing the joint you have now, but I think it'll look/work a little better.
Daddy OH - Much cleaner lower back now. :) Cool idea cracking the face mask, do it on your textures instead of polys tho. The polys have no thickness so there's no benefit that I can see vs doing it with your textures. Probably costing a few extra tris, and "forcing" you to follow that cracked pattern if you model it. With textures you can have the crack anywhere you want, and you can always abandon it if you don't like it down the road, without having to change geometry.
FrZnChAoS See the picture. I don't know if everything I've suggest will work, so its mostly theoretical, since I don't know what's hardsurfaces and whats soft surfaces meant to deform.
I'm looking at the relative curves you've got, you've got some places which are almost straight using 7 or 8 rows of polys, and you've got other curved places like the shoulder which is much more curved, but is using only 4 edges. I guess, ideally you wanna find a balance where everything's "equally smooth" if that makes sense.
Places like the thigh, if those don't deform, ie they're hard armor, clean them up, there's very little curvature there as you have it now, you could drop two rows easily and not notice a difference. The front of the knees the same way. The shin's going to a be a little tricky, you could try and clean some from the front, but you do have a lot of shape to around the edges of it, so you might not be able to save much. Top of the foot, if it doesn't bend you could do with 3 edges instead of 5. The pelvis/hips area, I get the impression the lower part will have to deform some, but even at that, you've got way more edges than you need I think.
Basically what I'd do, is save a new copy of your model, and start welding out the areas that are green. I don't know what kind of welding options you have for vertexes, in your modeling package, but "weld average" is what I'd use, so you end up with a row in the middle of the green bands instead of the top and bottom. The shape should stay about the same.
See what happens, you may find some of what I've suggested just doesn't work out real well, if that's the case, just ignore those areas, and you may find some places that I didn't notice, that can be cleaned up. But I definitely think there's at least some room for moving some polys around, taking from the dense places and giving to the sparse places that could use them like those hoses inside the torso.
http://i179.photobucket.com/albums/w303/Warlock279/Mini%20Tutorials/FrozenChaos-Paintover_01.jpg
katana
25-09-2008, 12:35 AM
Nyuu!, TonyClifton and dudidam : yep you guys are right on...after sizing up the toes I forgot that I had enlarged the feet by mistake and also the chest and belly did need more size and girth...thanks for that.
Warlock 279: I never thought of less geo in the toes and considering that ZB3 is not reading the feet right due to an errant border edge and a 5 point poly, maybe a quick rebuild on the bottom of the feet is the order. I also didn't consider fur going against the tri count..since sculpting it in fits more with my drawing style (and i really don't want to learn the hair system..lol) I'll go that route.
Thanks everyone for the crits. As soon as I have figured out the mesh issue, I'm going to put offer up the base gorilla as a .ztl for anyone that wants to mess around with it. anyway..here's the update.
http://img.photobucket.com/albums/v112/katana2665/anatomyfix.jpg
BiG ToE-3DT
25-09-2008, 01:34 AM
katana: can you post the ref images your using to model from. Mainly just the front and side ref images.
katana
25-09-2008, 02:04 AM
katana: can you post the ref images your using to model from. Mainly just the front and side ref images.
Samples of my reference. A head on shot is difficult to get on all fours. The frontal one doesn't really show the gravity of the weight of the chest, instead shows it being forced into the girth of the abs. I still see more of the shape that can be improved, but anything you'd like to add would be helpful. I fixed the mesh on the feet and they are now reading right in ZB, but there is apparently one more poly to find...anyway...more soon...thanks.
http://img.photobucket.com/albums/v112/katana2665/Gorilla_Bristol_zoo_western_lowland.jpg
http://img.photobucket.com/albums/v112/katana2665/dreamstime_gorillasm.jpg
http://img.photobucket.com/albums/v112/katana2665/250px-Male_silverback_Gorilla.jpg
Joseph Pomeisl
25-09-2008, 02:30 AM
DaddyOH: Looks nice, I like the broken mask, too - I think Warlock is right in recommending the texture approach...I like the feet alot.
CalcuttaSon: Keep it up!
Razwan: Nice work on the mechanical arm section, very neat.
Here's an update. Cleaned up some stuff, mainly made wires all single planes. I was stuck for a bit on proportions, but I'm happy where it is now. Also, I had to cut back the tris so I ended up right at 8,000....go figure.
Best of luck to everyone:)
FrZnChAoS
25-09-2008, 03:03 AM
Warlock 279: thanks for the crits, ill work on that stuff.
BiG ToE-3DT
25-09-2008, 04:47 AM
Joseph Pomeisl: have you put any thought into what's going on betwix his legs. Like, how he is going to walk, when his legs come together. The way they are modeled now his thighs would bump up against each other. He aint going nowhere.
katana: going by the side view, I did a rough outline to show where your mesh needs to be adjusted. The best way to use ref images, is to make them into image planes in your modeling program, then model over them.
dudidam
25-09-2008, 09:39 AM
FrZnChAoS, Warlock 279 has done a great job to analyze your poly distribution. can't argue more.
Daddy OH good job to optimize the poly. it's look better now. i'm sure you can rely on opacity map. it can achieve many possibility of the visor cracked. and for the need if just in case you are going to need the undamaged visor.
katana it look a lot better. but BiG ToE has made your works to tweak it easier.
Joseph Pomeisl looking badass! hope to see the textures soon
here's my concept and some references. i guess i'm ready to get into 3d. gotta catch up will all you guys here pretty soon!
http://i121.photobucket.com/albums/o229/dudidam/android_02.jpg
poopipe
25-09-2008, 09:48 AM
Poopipe - Ah, gotcha, yeah, seeing as the elbows should fall a bit above the navel, whilst not present on your model, would be I'd figure about where the elbows are now, like you said, the waist. Actually, I think the non-giant arm is just too long altogether, since the finger tips should usually fall around mid-thigh, they're falling at almost the knee on your model, I think if you shortened the whole arm up some, and corrected the upper arm on the giant arm accordingly, you'd be back in business.
I did exactly that last night and things looked a lot more sensible. I'm retopologising everything as I go at so there's bits spread scross 3 packages hence the lack of screengrabs - should have something up tonight though :)
katana
25-09-2008, 09:50 AM
yep thanks...I actually do start off with using images, but I guess somewhere along the line I stopped looking at them...(probably when i turned off the camera to get a better look at my model...lol) oh well...I'll fix it up...thanks.
Orrin Hogan
25-09-2008, 01:03 PM
WARLOCK I was originally afraid to optimize the back because the edges followed straight down the back of the leg and didn't want any triangles so I was able to make quads anyway but I also hid the welding of ugly polys behind the belt.
JOSEPH POMESI I like the look of your character the face has a lot of personality. For some reason he looks a little native american to me. Anyway I also agree with BIG TOE, either you would have to make the hips bigger or the thighs a little skinnier. I would go with the bigger hips to keep the bulk of the character imo. Looking Good!
DUDIDAM I agree with the mapping route after the comp is over I probably will do a variation w/o the cracked mask for fun. Your concept is looking good so far I hope you didn't bite off more then you can chew a centaur is a sweet choice but seems to be a bit more of a complex model. Try google image searching Svedka or Bjork robot they have advertising models similiar to the style you're going for.Good luck times running out!
Btw all you guys are right I don't know why I would even contemplate modeling the cracked visor I guess it was just instant gratification:smug:
Novian
25-09-2008, 01:06 PM
Hey all,
After a very frustrating night of UV unwrapping I should be done tonight. I am hopeful that before I pass out tonight I can post a base color map.
Cheers~
vicban3d
25-09-2008, 03:52 PM
I think I am pretty much done with the modeling. It has 7989 tris. Everybody is doing an awesome job this challenge, I just can't wait to see all the final entries! - c&c welcome as always..
Joseph Pomeisl
25-09-2008, 05:17 PM
Big Toe: cyborg chaffing is nasty. I think I'll increase the waist size.
Thanks Dudidam and DaddyOH:)
I used a ref. of Mike Tyson, pre-tatoo era, for the face - it does look Native American now that you mention it, DaddyOH.
Nice work Vicban3d. Cool idea, I like the gun...Did you ditch the wings?
vicban3d
25-09-2008, 05:41 PM
The wings are still there, also, Warlock, thats a cool idea about the wing texture. I will definitely try it. Thanks.
arillious alyas
25-09-2008, 08:19 PM
Hi again guys here's some shots of the low poly base mesh in maya. oh and thanks for the greetings. my appologise for not formally introducing my self... forgot all about that stuff when i made up my mind to join in on this event lol.... so excited (i'm such a nerd lmao)
camaleonhell
25-09-2008, 09:49 PM
i change a legs, and now i make a arms final touchs to start to uvws
http://img91.imageshack.us/img91/9315/androidewip2ib6.jpg
FrZnChAoS
25-09-2008, 09:49 PM
after lots of optimizing this is where im at.
katana
26-09-2008, 12:17 AM
Arillious : You might want to lengthen the bicep area to bring the elbow down in line with the mid section. I think at that point the rest of the arm will fall into place.
nice job everyone.
arillious alyas
26-09-2008, 01:02 AM
I see what you mean, but i think it only looks funny because the normal map isn't applied yet. The parts on this dude are slightly exaggerated purposely so I'm not that worried. thanks for the input :)
BiG ToE-3DT
26-09-2008, 03:34 AM
ok, so I'm doing a combination of these concepts drawn by James Hawkins
http://i55.photobucket.com/albums/g129/DJBiGToE/concept-1.jpg
don't have much done, but if I didn't start now, I never would.
http://i55.photobucket.com/albums/g129/DJBiGToE/010-11.jpg
Novian
26-09-2008, 03:45 AM
Paint Day 1 - WIPs C&C welcome. I know about the seems, still cleaning them up, for now its a base color map and trying out a feather idea. Let me know what you think.
http://www.mentallic.com/LPC25/WIP_Render4.jpg
http://www.mentallic.com/LPC25/WIP_Render5.jpg
http://www.mentallic.com/LPC25/WIP_Render6.jpg
http://www.mentallic.com/LPC25/WIP_Render7.jpg
Also there is a turn-around posted at:
www.mentallic.com/LPC25/WIP_RoboChick_Turn1.avi
Cheers~
arillious alyas
26-09-2008, 04:24 AM
shot with wings and "light speed" wings extracted lol. thats also my model with normal map applied.
Dunric
26-09-2008, 07:17 AM
vicban3d I already see that metalic materials on him , nicely done man , waiting for textures .
BiG ToE-3DT As always perfect topology and shapes !
arillious alyas That's nice , looking interestingly so far.
Novian I like that one , but beak looks weird . Check this :
http://www.dkimages.com/discover/previews/774/52481.JPG
http://www1.istockphoto.com/file_thumbview_approve/1501189/2/istockphoto_1501189-baby-chick-portrait.jpg
dudidam
26-09-2008, 09:54 AM
Daddy OH thx for the reference suggestion. sure help a lot!
promising works, everyone! keep it up.
here' mine. not finish with the basemesh. but curently on 3902 tris! got a lot of tris to distribute later. i got to go holiday for a week. so, i'll be back to catch up with you guys later...
http://i121.photobucket.com/albums/o229/dudidam/android_03.jpg
Novian
26-09-2008, 12:22 PM
Dunric: Can you be more specific about how it "looks weird"? I have a feeling that the color is too dark at the moment. If so that is easily fixed.
Cheers~
Rogue One
26-09-2008, 03:28 PM
arillious alyas : I am liking you're approach on this one, nice clean mesh and normal map. Looking forward to seeing the diffuse.
BiG ToE-3DT : Nice base mesh, you can see the anatomy is well defined and the stomach has a good mass. This will be one to watch for sure.
razwan : Nice mesh I like what you've done with the legs.
dudidam : Am really liking this one, Nice work!
poopipe : Good to see this one progressing. And may I ask how the you managed to get a topogun license? I didn't even get a reply when I asked for a beta. Maybe it because am a student. Do you work in the industry?
Anyways here is an update. I would like some final C&C on the shape and look of him before I go on to UV and then texture him.
I like the idea of a gun/blade weapon arm . But its design I will change. The head will get a update and so will his boots.
Let me know you're thoughts, I find them of great help.
Thanks !!!
poopipe
26-09-2008, 04:30 PM
rogue :
i just mailed in a few months back - he's getting pretty close to a release version now so may have closed the beta to new people.
it'll be worth the money when it arrives.
to your other question - I work in an industry ;)
Rogue One
26-09-2008, 04:43 PM
I knew I should have been more specific when I said industry :o
I can wait to get my hands on a copy, I sent of for the beta maybe 5 months ago. Never heard a thing. Thought it was only reversed to people who worked for a company in an industry ( games or film ) :smug:
Orrin Hogan
26-09-2008, 05:09 PM
Quick question I just finished unwrapping, now is my chainsaw texture supposed to be included on the same mapping of the character or can it be a seperate map. It didn't specify in rules.
Novian
26-09-2008, 05:26 PM
Daddy OH: That was my question as well. Like can you have 1 1024X1024 for the char and 1 1024 X 1024 for the weapon, or does it have to be 1 giant 2048 X 2048? As it stands I combined everything into one sheet. Few files to keep track of. But it would be nice to have a clear definition of this for the future.
Cheers~
InProgress
26-09-2008, 05:34 PM
NovianI think you should make the feathers more visible. In the first image it looks like there's just a yellow material on it.
Looks like some new really cool characters popped up.
I finished blocking out the character yesterday, so now it's all about tweaking and adding more details, and I'll be doing this for the next two days, after that I'll move on to unwrapping and the highpoly. I think I wasted too much time with the low poly, and there's much to learn. Started adding the pistons, I'm at about 7200 polys.
Also, I have a question: Is it possible to add the UVs of the entire legs in to one UV texture without making them one mesh them in Maya? If so, can someone explain how?
Martin_x
26-09-2008, 05:38 PM
Novian & Daddy OH: I think you can split your 2048x2048 texture on 4 1024x1024, 16 512x512 or however you like
yoyomon
26-09-2008, 05:41 PM
BigToe: Nice looking mesh. Can't wait to see the finished product :)
RogueOne: I really like those shoes that your guy is sporting.
DaddyOh and Novian: You get 1x2048 texture sheet for the the character and gears/weapons. You can split the texture sheet into however many smaller sheets that you want as long as they don't add up to be higher than 1x2048. For example, you can break the baby down into 4x1024 or 16x512 sheets. But remember, the 1x2048 texture sheet can include any number of viable maps (color, normal, spec, etc.) at that 2048 size.
As far as putting the weapon in the same texture sheet with your character, you have to think how it's going to work ingame. Put the weapon on the same texture sheet if the character won't ever part with that weapon, but give it it's own texture sheet if the character can discard it.
Orrin Hogan
26-09-2008, 05:47 PM
Well since this is just for show i'll put it all on one sheet to get the most out of it. That stinks I was hoping for
2 x 2048 lol guess you can't have everything.
Joseph Pomeisl
26-09-2008, 06:27 PM
Great new entries from Dudidam and Big Toe. Nice improvements Rogue One. And Aurillias, the wings, have me curious - interested to see how they turn out. Oh, and a late thanks to Warlock for the suggestion on the tubes...
Cleaned up some more, added some detail, and tried to fix the leg problem...Hopefully get to the next steps soon.
katana
26-09-2008, 08:17 PM
I know we are already pretty deep into this, but I'm thinking of doing a quick (if that's possible for me) rebuild of the base gorilla in a more stylized approach. Closer to my drawing style. I'm taking a few hours to watch the DT next gen mod tut's...they have some helpful things in there...
Dunric
26-09-2008, 08:44 PM
Dunric: Can you be more specific about how it "looks weird"? I have a feeling that the color is too dark at the moment. If so that is easily fixed.
Cheers~
I don't sure about it , but maybe you may have to do upper part a little bit wider , see how it cover the bottom part on the pic's . I hope i didn't offend you there , it is only my opinion .
arillious alyas
26-09-2008, 11:28 PM
im having some trouble comming up with a color scheme. any suggestions? im thinking all black and then a color that glows for the "plugs" in his body. then maybe some decals here and there. maybe add some noise to the color. he going to be the color of the hipoly pictures i posted. since this is a rather conservative cyborg id like to make all touches subtle. but with out being too plane.
arillious alyas
26-09-2008, 11:33 PM
look in this picture.... im not going for midst of battle look, but more like this plane (one of the insperations for my pice)
see how it looks sort of "weathered" instead of super "shiny" something like that maybe? how would you make a texture like that?
time to expirement
katana
28-09-2008, 12:33 AM
yep I know the geo is high on this, but I figure that the left arm will be little more than muscle shapes, so i am planning to take it from there. i wanted more resolution in the front view and less in the back. I also had to take time to draw out my concept in a quick side and front view. I'm mainly gonna have to go into overdrive to get it to completion.
http://img.photobucket.com/albums/v112/katana2665/newhead.jpg
http://img.photobucket.com/albums/v112/katana2665/front-2.jpg
*...looks a bit wide across the eyes. I probably will have to scale that in...crits as always welcome.
Martin_x
28-09-2008, 02:11 AM
Here's my normal mapped model.
BiG ToE-3DT
28-09-2008, 03:26 AM
http://i55.photobucket.com/albums/g129/DJBiGToE/014.jpg
edit: more
http://i55.photobucket.com/albums/g129/DJBiGToE/015-3.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/016-11.jpg
Dunric
28-09-2008, 11:18 AM
Last converting ! Gonna sculpt this freak now .
BiG ToE-3DT
Why you model legs in that way ? I mean the legs themselves a little bit back and the feet is straight down ? There some reason for that , it is a good pose for rigging ?
setschaos
28-09-2008, 02:02 PM
very interesting Toe, can't wait to see it textured.
Calcuttason
28-09-2008, 02:45 PM
dudidam,InProgress,Warlock 279,Joseph Pomeisl: Thank you
arillious alyas: Fav design so far. I hope its a bad guy/boss so we can have an epic fight!
Martin_x: nice job on the normals
Heres the base. now over Z brush
BiG ToE-3DT
28-09-2008, 04:44 PM
BiG ToE-3DT
Why you model legs in that way ? I mean the legs themselves a little bit back and the feet is straight down ? There some reason for that , it is a good pose for rigging ?
Well, my idea is that the robot legs will do all the walking, so the flesh legs will just hang there. If it comes to it, and I don't have enough time to fully rigg him, I can skip rigging the legs and spend more time on the robot legs instead. This also means that with the legs as they are now, they wont look too out of place if not rigged.
hi all, finally got some work done... I'm going very slow so I may not make the deadline... anyway, this is the 'driver' of my cyborg. He/She will be conected to the cybrog in a glass ball. I'm not sure how I need to work that out. What about the inside??? Should I detach it?
PS seen some nice/strange stuff already!
Rg
Roel
Darchand
28-09-2008, 07:44 PM
Well this update has been a long time coming. Thank you all for your advice. As far as the model goes I just need to make sure it is just how I want it before I start doing textures. I will try to do ZBrush but I am a bit of a noob in that area.
Hope you like
http://i534.photobucket.com/albums/ee344/Darcwander/update_sept_28th.jpg
BiG ToE-3DT
28-09-2008, 07:52 PM
think I'm redy to start unwrapping:
http://i55.photobucket.com/albums/g129/DJBiGToE/021-8.jpg
around the 7,250 tri mark.
poopipe
28-09-2008, 08:46 PM
I've been busy - sadly not with the comp but I have made some progress.
the arms are mid-redesign and I've not started on the head yet but we do at least have tits & ass pretty well sorted
we're sitting at around 5k now but I"m not even thinking about optimisation yet
- what's the limit again and how long til deadline?
sorry it's a render - screengrabs off laptop are a bit unclear
BiG ToE-3DT
28-09-2008, 08:56 PM
due date, October 12th
tri limit, 8,000
poopipe
28-09-2008, 08:58 PM
nice, i might get to finish then :)
Calcuttason
28-09-2008, 10:35 PM
I did the first ZBrush pass on some part. Time for Dinner!
BiG ToE-3DT: Looks great!!
Rogue One
28-09-2008, 11:07 PM
Some really nice stuff in the last few pages.
Quick and final development from me in term of modelling ( so he says :smug: )
I was considering how this guy would function in game and I couldn't see him moving fast so I thought he would be very vulnerable if enemy's flanked him so I detached his mid section and made it possible for him to his top half spin independent from the body .
Giving him full 360 movement and ability to kill better. :evil: but his sides are unprotected with armour so he has a key weakness which is only fair ;P
Hope you like the change.
poopipe
28-09-2008, 11:52 PM
i did a bit more.
too tired for crits from the last few days but competition is strong this time :D
katana
29-09-2008, 12:32 AM
Damn you all to hell...lol.
Agent-X
29-09-2008, 01:39 AM
Heres an update. I appologize for not showing more updates, but I have been busy with my new vfx job doing car commercials.
http://i143.photobucket.com/albums/r125/extremecreations2001/Test003.jpg
Agent-X
29-09-2008, 01:52 AM
Currently at 7360 Tris, so I am going to do some optimization and then continue building this thing up.
http://i143.photobucket.com/albums/r125/extremecreations2001/Test004.jpg
razwan
29-09-2008, 08:35 AM
great stuff guys (this is going to be a hard comp :shy:)
i'm almost done modeling on my model so here is an update at 7446 tris but i'm not shure if i am going to get it in zbrush or mudbox since i'm a big noob when it comes to that :hurt: but if the time alowes it i might try it
omegamista
29-09-2008, 09:37 AM
finally got most of my modeling done, now i just need to organize the uv's into a map, here's what i've got so far. still planning on creating a little more detail in the geometry, so far im at around 6600 tris. might model a belt, and make the toes more interesting, we'll see. I'm also a noob at maya/zbrush workflow but i hope to be able to get this baby sculpted and looken good.
InProgress
29-09-2008, 01:24 PM
omegamista: it looks great. Looking forward to seeing it normal mapped and textured.
Someone gave me the idea to scale down the limbs so it looks bulkier/more muscular. I think it's a tad disproportionate as I'm used to seeing it everyday with bigger arms and legs. Any opinion would be appreciated as I wish to start making the high poly.
Hi
InProgress, maybe you want to add some weight on his back? Some tubes, a backpack??
omegamista looking very nice already. You could integrate some 'mech' in the belly?
Roel
lampshadehead
29-09-2008, 03:09 PM
All entries are looking great but I'm really loving the look of yours omegamista. Keep it up!
Wow, great work everyone...
@poopie - them are some big nips on that there, they could put an eye out if she isn't careful. Though for some reason it makes me think about Possum Kingdom by the Toadies... not sure why though.
@Big Toe You scare me man, very nice melding of James' work. I'm a huge Hawkprey fan, its fun to see where you are going with his sketches.
Last night I scrapped my old idea. It wasn't working for me and so many people are doing the horse or wings thing that it started feeling too similar to others stuff... and they seem to be doing it better than I was ;)
Anyway I went back to the drawing boards, here is my new start...
Insperation: Iron Giant, Atomic Robo, Iron Man, Kid's Toy "Planet Heroes: Gustus", and the Oddworld games (I know this one isn't obvious.)
poopipe
29-09-2008, 03:20 PM
I just had to :)
I liked your horsey - you were first anyway :D
i do like your new one though - you probably want to keep it cartoony or it'll lose some of appeal
I liked it too, and I was first but it just wasn't working for me, no real motivation to work on it.
This one has to keep the cartoon vibe.
This is the color pallet that I'm thinking I'll use. Oranges for the main colors midtones, Yellows and Reds for the highlights and shadows. Blues will be my glows.
Woot, I'm modeling... and motivated
Joseph Pomeisl
29-09-2008, 05:38 PM
Nice work by everyone!:)
Pooppipe: Segmenting the big arm/hand helped alot. Neat character overall.
Razwan:Interesting design. Maybe if was something besides the chain gun, like a single barrell deal. Not too sure where else it could be taken though. Probably best as what it is....
Agent_X: still planning on the transfoming ability?
omegamista: I really like the feet/toes, might be best to add on somewhere else. Really neat model and a nice job unwrapping!
BigToe: Did you ditch the robot legs? Not sure if the venting in the head/ear piece are planes, but I tried that on my model and it saved some tris and looked better. Thanks.
Glad to see the deadline's the 12th(I had the 5th stuck in my head).
Cleaned up some more, added some detail and the right arm.
razwan
29-09-2008, 08:01 PM
dhin - nice concept, are you going to integrate some organic part's in it?
InProgress - nice work but i haf to agree with roel because it doesnt look very stable right now
omegamista - i like your moddel a lot, can't wait to see it finished
Joseph Pomeisl - i know wath you mean, i've been playng with ideas of what to do with the gun arm and this is the best i could come up whit (i might just give it another try if i finde something better)
p.s.mean lucking machine you've got there, is that big thing on his back a fule tank?
Chung Wong
29-09-2008, 08:06 PM
Wow, so many promising entries. Really wanted to enter this comp but been busy, ho hum.
Do you really have to ask?
[CENTER]Idea:
Model an Andriod/Cyborg of some sort; they have to have some flesh/living tissue incorporated. The amount of tissue is up to you, but it needs to be visible, and easily identifiable. The rest is completely up to you.
I just need to figure out where to put it... ;)
arillious alyas
29-09-2008, 08:22 PM
thats an awsome concept dhin. the head already looks great!
gnome
29-09-2008, 08:56 PM
it's been a LOOOONG time since I posted anything.... sorry about that. I wasn't lazy.... at least not all the time :crazy:
still messing with the high-res model. I am aware that some parts are most likely too small to be recognizable in the baked textures, but what the hell, it's been fun :D
still gotta build a couple things, then on to low-poly modelling.... I hope I can make it in time.
One more of the head 2k so far, but I need to replace some pieces still.
poopipe
29-09-2008, 11:09 PM
dhin: you need more polys in that side profile I tihnk, the facets are going to be quite obvious - even at a distance
I really need to start on my head - it's throwing me right off at the moment
machuca
29-09-2008, 11:14 PM
dang some awesome stuff! and you guys are sooo ahead already,..
i have to hurry up and start my model asap!
@poopie - Ya I know. I have to figure out the brain juice, too. I plan on knocking the polies in the eyes down some and bumping up he back of the head some. I have started my arms though.
Joseph Pomeisl
30-09-2008, 01:14 AM
Yes, Razwan, it's a fuel tank. I think I'd like it to be transparent, but a rusty canister could look nice. Maybe you could extrude inward where the chain gun is, make it like some kind of cannon? Maybe below it a retina for laser-guide?
Dhin: very neat character. keep it up!
InProgress: something for his back isn't a bad idea...a pointy spinal column perhaps, each bone protrudes as a cylinder or vial type shape. Also, I imagine him running on that one hand, in a quadra(tri)ped manner....that's probably for later though.
Novian
30-09-2008, 02:22 AM
Hey all, heres an update. Please let me know what you think of the damage and the eye.
http://www.mentallic.com/LPC25/WIP8_BaseRender.jpg
http://www.mentallic.com/LPC25/WIP9_BaseRender.jpg
Cheers~
Darchand
30-09-2008, 03:21 AM
Well I have been playing with ZBrush however I have hardly ever used it. I am not sure how to optimize it for the best results. Here is a picture of the head sculpt and the low poly model with the normal bump on it. Any help would be appreciated
http://i534.photobucket.com/albums/ee344/Darcwander/update_sept_29th.jpg.
FrZnChAoS
30-09-2008, 04:12 AM
this is my first time using zbrush. been using mudbox previously. heres my start on my sculpt. anyone know any good tutorials?
Edwiersma
30-09-2008, 07:08 AM
Im using max 8 and I'm searching for the setting that will Display the Poly-, Tris and verts-count as showen down here. Does anyone know this hotkey or ho i cant activate this setting in max 8.
razwan
30-09-2008, 07:31 AM
JajeBlade-the hotkey is 7
Dunric
30-09-2008, 08:22 AM
Well I have been playing with ZBrush however I have hardly ever used it. I am not sure how to optimize it for the best results. Here is a picture of the head sculpt and the low poly model with the normal bump on it. Any help would be appreciated
http://i534.photobucket.com/albums/ee344/Darcwander/update_sept_29th.jpg.
Do you used Zmapper for normal maps or just standard tool ? I suggest to use Zmapper and play with settings a lot , or even better if you can bake normals in other application , whatever you use (Maya , Max etc .)
Edwiersma
30-09-2008, 08:44 AM
JajeBlade-the hotkey is 7
then i only get the faces of the selected object, but i dont get the polys, tris, verts and FPS.
arillious alyas
30-09-2008, 08:57 AM
comments on pictures? turns out that my cyborg has a type of artificial skin? some sort of synthetic skin covering artificial white blood that acts as a cooling agent for the immense heat it puts out. combined, the synthetic skin and artificial white blood become the worlds best heat sink! there are holes all over the cyborgs body that also release excess energy. what appears to be red flames all over the place, making up the wings and escaping through the holes in it,s body, are actually super charged electrons fused with some sort of newly discovered energy which gives it it's rich red color........
lmao look here man... i'm just bein a nerd at 1:49 Am .... nothin better to do really lol. as i go about makin this jeloppy i try to make sense of why i design things the way i do I.E. back story or what ever....
been workin on the damn texture and man! i had some troubles. making a simple character is really hard.... at least for me it is.... must resist the urge to deviate from origional idea or succumbing to adding too much "crap".
Hi JajeBlade,
If I get this correct, you should
right click on the left upper corned of the viewport. > Configuration > statistics (daar kan je een aantal settings veranderen)
Hope that helps.
Groeten Roel
arillious alyas
30-09-2008, 09:20 AM
here's what took a long time..... testing and making up my mind of what i wanted for a texture and crap... shiney metal or neo robo thing with skin?
since ive decided that the cyborg has a "skin" like covering, any decals will have to look like tatoo's. any suggestions???
well what do you guys thing??? what needs to be fixed and stuff or what doesn't need to be fixed??
CandC welcome :)
edit: hows this??? sorry about that i could see it fine on my moniter so didn't know. also if anyone know how to mess with the lights let me know please just found em and just learned how to change the back ground color thanks to joseph :)
katana
30-09-2008, 09:43 AM
dhin : I like that guy...he deserves a finish..very "Robots" -like.
Sylverstorm
30-09-2008, 12:07 PM
Everyone: Looking great so far, keep up the good work! :)
Haven't made a lot of progress myself, this is the first time I make clothing for a model and also have a school project with a deadline on this friday.
Not completely sure about the cap myself, but going for hair might be a bit too much for my current skill level (if I want to have a chance finishing before the deadline).
FrZnChAoS
30-09-2008, 01:46 PM
arillious alyas: would be able to give you better crits if you posted your texture maps. or had the model lit with just ambient light.
Darchand
30-09-2008, 03:00 PM
Everyone: Looking great so far, keep up the good work! :)
Haven't made a lot of progress myself, this is the first time I make clothing for a model and also have a school project with a deadline on this friday.
Not completely sure about the cap myself, but going for hair might be a bit too much for my current skill level (if I want to have a chance finishing before the deadline).
I know how that feels I have more than enough to do with out working on this challenge but for some reason I do anyways. The way I see it is the challenge is a great place to do stuff you haven't done before so I would say if you want hair go for it if time allows.
Dunric: I am currently using 3DS and for the image I posted I did use the standard tool for the normal maps. I have also played around a little with the zmapper settings and I think I might be able to get it decent. I would like to learn how to bake normals but I still don't quite understand how to do it.
InProgress
30-09-2008, 03:16 PM
Other than thinking whether it looks better with biggr or smaller arms, I've been trying to make the normal map for the minigun. I don't know what I'm doing wrong at it, but I keep getting pixelations on some faces. I really need to kick it into high gear to finish it.
Just some quick progress... My oldest son told me last night, "that looks almost like Iron Man, but your doing it wrong dad." I told him it wasn't Iron Man, so he told me it should be because he likes Iron Man better.
http://www.alanmecham.com/IMAGES/Gidit_Rusty_n_Clank/Andy_3d.jpg
setschaos
30-09-2008, 04:28 PM
I know this is a very odd question and it probably has a simple answer, but I'm trying to create a spline then make a tube to run down the spline almost like a path constraint. I just want to be able to make a tube or a ribbon without having to individually extrude and rotate each segment. Any help would be awesome.
Also, I changed my subject and here's an update. Enjoy.
Orrin Hogan
30-09-2008, 04:50 PM
Setschaos Create your spline and position it how you want it. Then create a spline circle. Go back and click on your spline path, then go to the create panel and go to Compound objects rollout, Pick loft, click on the "get shape" button and select the spline circle. That should work.
Well that are a few ways to to it. If you are using Max you can what Dady OH said or what I find easier is this: Make the spline path you want, then under the edit object tab there is a rollout called Rendering (the very first one) click the check box for "Enable in Viewport", and adjust the sides and thickness rollers to what looks good. Then simply convert it to an editable poly by right clicking the object or the stack. REALLY Feaking easy this way.
setschaos
30-09-2008, 05:06 PM
Daddyoh: That was perfect thank you so much.
Dhin: I messed with what Daddyoh said before I even saw your post, but I'm going to work that out and see which gives me the better turnout. Thanks to you too.
My method works best for tubing, for a ribbon of an irregular shape (or anything that isn't complete symmetrical shape on 2 plains) then use Daddy Oh's suggestion.
Novian
30-09-2008, 05:19 PM
setschaos: What you can do is model the beginning of your tube, just a nub. Then create a spline that travels from the center of that nub to wherever you want the tube to end up. Then go back to your nub and select its face. Under poly options there is an option called "Extrude Along Spline", choose that and there are quite a few nice options in there. Set your segments and even a twist setting and hit ok, your all done.
Hope this helped.
Cheers~
Joseph Pomeisl
30-09-2008, 06:02 PM
Aurillious: it might just be my monitor, but on your last updates it looks like a black square with the zbrush cursor on it...to change background, pick color, then in Document>'Back' button.
Orrin Hogan
30-09-2008, 06:31 PM
Im having a problem in Zbrush when I try to zoom in on my model it stops me after it gets to a certain point. Anyone know why?
he has a black back ground and a very dark material on his model, making it very hard to see anything in the image on some monitors (even on good ones it isn't easy to see.) That is why I try to find a nice background color that shows up well against my models...
and sorry D'oh (daddy oh...d-oh... d'oh) I'm still a z-brush noob, so I can't help. I'd like to know that too though
Martin_x
30-09-2008, 07:25 PM
Got a problem with bodypaint 3d. I got R3 version. It doesn't see any brushes, only point and I can't find folder with brushes or change folder in BodyPaint. Can anyone give me directory of this folder?
poopipe
30-09-2008, 07:55 PM
perhaps reinstalling it from the original disc will help ;)
arillious alyas
30-09-2008, 08:02 PM
Im having a problem in Zbrush when I try to zoom in on my model it stops me after it gets to a certain point. Anyone know why?
do you mean zoom or scale? scale will stop you at a certain point. to get past that just hide the parts you dont need at the time and then youlll be able to scale larger.
Just a little more progress
http://www.alanmecham.com/IMAGES/Gidit_Rusty_n_Clank/Andy_3d_3.jpg
Orrin Hogan
30-09-2008, 09:05 PM
arillious alyas No, Zooming is the problem. But thats not that bad I've moved onto bigger problems. I tried to export a normal map as a test and it renders out per polygon. I'm not sure how to exactly explain it so here are some pics, anyone know what causes this?
Setschaos Your welcome:)
Dhin I forgot about that way too, I've only used that way once I'll keep a mental note of that.
Hi everybody :-). There are a lot of lovely ideas. Now I would like to show you my idea :-P.
http://img262.imageshack.us/img262/15/wip01rw2.jpg
katana
30-09-2008, 10:41 PM
The count is still too high at this stage, but i still have some geo to delete inside. i'm moving on to the limbs...
http://img.photobucket.com/albums/v112/katana2665/front-3.jpg
http://img.photobucket.com/albums/v112/katana2665/rear.jpg
Joseph Pomeisl
01-10-2008, 02:01 AM
Auriillious: glad to 'see' it........:) Nice, very sleek.
Katana: I like this new version much better. Definately right in trying to resemble your sketches more, they were really neat.
BiG ToE-3DT
01-10-2008, 04:14 AM
unwrapped last night, mudboxed today. Its a start, I'll keep playing with it for a few more days, them I gotta move on to the texture. Only got two weeks left.
http://i55.photobucket.com/albums/g129/DJBiGToE/023-6.jpg
http://i55.photobucket.com/albums/g129/DJBiGToE/024-9.jpg
FrZnChAoS
01-10-2008, 04:37 AM
continued sculpting. another couple hours than it should be sufficient. no idea at the moment at how to actually get the normal map out of the program though...
arillious alyas
01-10-2008, 06:51 AM
continued sculpting. another couple hours than it should be sufficient. no idea at the moment at how to actually get the normal map out of the program though...
move the "geometry" slider back to one and then click on the z mapper button near the top left corner. then click on the normal mapping tab and take it from there. then go to the texture menue and export it from there. make sure you have the normal map texture selected though. also its most likely that your NM will be oriented wrong so either flip it before you export it or do it in photoshop or something.
Daddy-OH: umm i thing i have that prob as well just not as bad. however im looking for a fix... try resetting your normals on the mesh in your modeling program, smoothing, then reimport it back into zbrush.
as for the zooming prob try checkin in the, i believe, zoom menue. there is a menu for just zooming in.
hope my advise helps. if not then sorry. also sorry for all the typoes.... been argueing with girlfriend all day and and pooped...:cry::grr:
Orrin Hogan
01-10-2008, 12:44 PM
arillious alyas "try resetting your normals on the mesh in your modeling program" What do you mean by resetting? do you mean unwrap again? Because I dont think I have enough time to do that all over again, besides I already sculpted my face I'm hoping I won't have to do that over again as well. Again....:wall:
Orrin Hogan
01-10-2008, 01:45 PM
This is what I get with a UV Check in Zbrush.
poopipe
01-10-2008, 02:24 PM
you're not alone.
zbrush's UV stuff makes me cry. bake your normal maps out in Max (or something else) - it's just less painful
Darchand
01-10-2008, 02:28 PM
does anyone have any good tutorials on how to bake inside of 3DS Max? (I want to make a cake :smug: )
poopipe
01-10-2008, 02:32 PM
assuming you know how "render to texture" works you'll find a nice normal mapping workflow on poopinmymouth.com
if you don't then you need to search for tutes on render to texture first :)
Orrin Hogan
01-10-2008, 02:44 PM
Darchand http://www.game-artist.net/forums/spotlight-articles/43-tutorial-introduction-normal-mapping.html
Dunric
01-10-2008, 03:25 PM
This is what I get with a UV Check in Zbrush.
It is Zbrush importing problems . Try this : import your Uv's mesh in zbrush , then export it from Zbrush as obj ,and import again . Then try UV check . Or import mesh , save it as ztool , then load that tool and do UV check .
Orrin Hogan
01-10-2008, 03:43 PM
Dunric I tried both of those methods as well and still get the same result. This is truly maddening!:grr:
Darchand
01-10-2008, 04:37 PM
poopipe: thanks for the advise I don't know why I didn't think of going there.
And thank you Daddy OH I will look at that tutorial and see if I can get it to work. I hope you get your problem figured out.
Thanks again and good luck
Orrin Hogan
01-10-2008, 04:40 PM
I solved my problem, I had to reset xfrom again in Max before exporting. Unfortunately I have to sculpt again, but thats why I did a test version before sculpting the whole model. What a pain in the arse:hurt:
InProgress
01-10-2008, 05:02 PM
I have a question: Can I do a new concept sketch based on a paintover someone else did?
Okay, I'm almost done, with the model. A few props to add, and fingers, feet, brain, and then there is the tweaking. Right now he is sitting at around a 5k count.
I'm debating keeping it very simplistic and not even doing normal maps on some parts.
http://www.alanmecham.com/IMAGES/Gidit_Rusty_n_Clank/andy_360_woBPV.jpg
Andy with his Bullet Proof Vest. Why does he wear a vest, not even he is sure.
http://www.alanmecham.com/IMAGES/Gidit_Rusty_n_Clank/andy_360.jpg
Should I add an open Hawaiian shirt too?
poopipe
01-10-2008, 07:00 PM
I solved my problem, I had to reset xfrom again in Max before exporting. Unfortunately I have to sculpt again, but thats why I did a test version before sculpting the whole model. What a pain in the arse:hurt:
I'm pretty sure you can project your existing sculpt onto the new mesh - I'm not entirely sure how but the zbrush help site thing will have instructions
Orrin Hogan
01-10-2008, 09:33 PM
Little sculpt update
Joseph Pomeisl
01-10-2008, 09:49 PM
Here's a quick update. Still need to skin the hands, some various other spots as well. Got to go....
More, 6.8k.
http://www.alanmecham.com/IMAGES/Gidit_Rusty_n_Clank/Andy_2.jpg
Warlock 279
01-10-2008, 11:18 PM
dhin - I like what you've got going, The palette you posted a little ways back should work nicely. If I were working on him, I'd do one of two things...I'd give him the Hawaiian shirt, make his pants into shorts, and throw on some sandals and rock the vacation vibe all the way [a drink with an umbrella, and a lei wouldn't hurt]...or...strap a gun and badge on there as well, and go for the Miami cop look, again adding the Hawaiian shirt. That'd be my thought on directions to take him. Looks good so far.
FrZnChAoS - Not bad, I wonder if you wouldn't have been better off having modeled some of the mechanical parts tho instead of sculpting them. You're a very competent modeler from what I've seen. I really like what you've done with the knees, and it might be cool if you could work that seam with the circles, into a few more places [like the shoulders, maybe the butt, etc] on the model. Keep it up, I'm looking forward to seeing what you do with textures on this.
BiG ToE-3DT - Looks good, I really like his face/mask design. Nice over all shape as well, should have a very interesting and identifiable silhouette.
katana - Looks pretty good for the most, bit chaotic in terms of polygon placement perhaps, but the shape looks right, and that's ultimately what we'll see in the end.
Peas - That's a wicked concept, if he's not meant to get out of the tank bit and walk around, I'd consider amputating his legs, it'll save you polys, and bind him more to the tank showing how much he depends on it etc. Also be a little macabre and that's always a plus in my book. Front of the tread could use a few more polys to smooth is out some more, other than that, poly flow and shape are looking pretty good.
setschaos - That's a pretty awesome looking bear. He needs claws yet tho.
Nyuu! - Coming along well, keep in mind for low poly work you often rely heavily on your textures for things that don't change the silhouette of the model, so anything clothing that's tight/form fitting, you can probably get away with putting on by texture rather than modeling it. Also keep in mind, any parts of the base body mesh that are covered by clothing, can be gotten rid of to save tris.
arillious alyas - Making characters is certainly no easy task, especially human[oid] characters. I think what you've got now is looking pretty good generally, I'm not sold on the wings, and not buying them as "fire" they're looking more like red blood to be honest. The wings remind me a bit of Suitengu from SpeedGrapher. Your back story is getting quite interesting as you develop it.
If you're having trouble with people seeing your images because they're too dark, it might not be a bad idea to calibrate your monitor. [ Simple Calibration (http://www.photofriday.com/calibrate.php) ]
Novian - I think you could add some more wires and stuff, kind of like what Gnome's done with his rat. It might also help if you took some time and sat down with the Terminator movies, watched them thru and screen capped all the useful shots of battle damaged robots so you had a nice reference pool to work from. Then put those images up on one monitor while you paint on the other, or if you've only got a single monitor, just split - images on one half, painting on the other, its tight, but its workable, I do it frequently.
poopipe - Segmenting the hand was good call, looking pretty good all around. Carry on, I'm interested to see what you settle on for the head.
gnome - Lookin' cool, I think you could probably get most of the details to bake to a 2048² map. The staples pulling on the skin is pretty nice.
Joseph Pomeisl - Model looks pretty good, onto unwrapping and texturing then for you I guess. This should turn out pretty cool.
InProgress - I think the smaller arms look much better, I also think you could beef up the hooves a little more, to give some "weight" to the bottom.
omegamista - That's awesome. You've got the tris left so you could always give him a gun or something. Good flow, and a pretty even poly distribution, well done.
razwan - Looks good, you've got some tris left so you could smooth some facets yet. I'd start with the butt personally, that could really used some extra edges since its a pretty round surface, and get a a fair bit of deformation.
Agent-X - I take it you've moved away from trying to get it to transform? I think that's probably for the better, I think you'd need more tris to get a really convincing transformation. I think as a mechanical aided dino, its looking pretty cool so far.
Rogue One - Looks cool, tho a couple plates or even some chain mail hanging from the upper body would some protection to his mid section and still allow for movement. What are you thinking color wise for him? I'm kinda liking the green/purple you've got now to be honest.
Calcuttason - First pass in Zbrush is looking good. Keep going.
Hi all,
I'm totally lost I'm afraid. Got below done. Not really convinced about the whole thing (+-7M), but anyway, hopefully I can get something nicer out of this. I tried to make some sort of helicopter, but the rotors did not come out nice. It just didn't look nice. I'm thinking how I can give it some more volume. Any ideas are very welcome!
PS Seeing some nice stuff here, keep it up.
Roel
katana
02-10-2008, 12:54 AM
Warlock : Thanks. I'm learning some valuable lessons on this one...learned the importance of tweaking with normals...i think the edge loops I'm doing now are far better than when i started...anyway I figure I have 12-15 hours of modeling left...here's an update...got rid of the symetry of the armor.
http://img.photobucket.com/albums/v112/katana2665/leftarm.jpg
FrZnChAoS
02-10-2008, 04:13 AM
Thanks for the advice & help Warlock/arillious alyas. Going to implement the changes suggested than work on getting the map to bake cleanly.
Katana: Looks a lot better already. The topology/edge flow of the forehead needs some work. Looks like a lot of extra triangles that arent contributing to the overall shape. the nose area looks very congested to, cant really tell if things are flowing smoothly there or not.
revanto
02-10-2008, 06:00 AM
Just popped in to see how things are going here cos I haven't been for a while.
Anyway, someone mentioned about having UV problems in Zbrush. Here's an important tip:
When you import and OBJ into Zbrush, it is VERY important that you have NO overlapping UV polygons. Also, it is best to make sure that ALL the polygons in your model are used in your UV map. This is not essential but it works best that way. The unused polygons that you don't want in your UV map can be shrunk to a tiny size and placed on an empty corner of your UV map. That way, the important polygons take full UV space and unwanted polygons stay hidden in a tiny corner. As long as you have no overlapping UVs, you should be OK.
Hope that's useful.
Cheers,
Revanto
poopipe
02-10-2008, 07:57 AM
revanto : having no overlapping UVs hasn't worked for me. zbrush ( and mudbox for that matter) join any seams between shells in my UV map together which of course results in odd looking UVs and a smashed up texture map (with mudbox if you split the mesh at the UV seam the problem goes aay but that isn't the case in zbrush as far as I can work out. )
I'm no noob when it comes to unwrapping so I'm 99% sure there's nothing unresonable about what I'm doing - It could be the obj output from max that's the issue as it's always been little flaky.
either way - I just bake out in max now, it's a lot easier :)
razwan
02-10-2008, 09:31 AM
I've redone the gun and added a few more pollys on the butt area(thanx Warlock) so now i'm at 7887 an kind of done modeling maby a few more adjustments and i'll start unwraping
Joseph Pomeisl
02-10-2008, 11:16 AM
razwan: the new gun is great! really looks better overall. Nice:)
Edwiersma
02-10-2008, 11:43 AM
Hi JajeBlade,
If I get this correct, you should
right click on the left upper corned of the viewport. > Configuration > statistics (daar kan je een aantal settings veranderen)
Hope that helps.
Groeten Roel
In max 8 you dont have that Statistics option, so is there another way to do that? (Het werkt dus niet maar weet je ook een andere manier om daar te komen?)
poopipe
02-10-2008, 12:44 PM
press 7,
Sylverstorm
02-10-2008, 12:54 PM
BiG ToE That is one freaky looking cyborg you have there. ;)
FrZnChAoS Nice! I like how you can see some the inside parts.
dhin Great work, I really like the look of your model.
roel That's one scary looking contraption. I do think he looks a little top-heavy though.
katana Nice, but I think the poly's on his head could use a little "cleaning-up".
razwan Cool! Cyborg girl with a big gun! :D
Warlock279 Thanks, I have removed some of the poly's and will remove some more later. Removed the shirt and changed the chest a bit so I can put the shirt in the texture.
Besides the changes I made some hair and started on the first mechanical part.
Orrin Hogan
02-10-2008, 01:59 PM
Does anyone know if you can store a mask in Zbrush?
vicban3d
02-10-2008, 02:26 PM
Hello everyone, sorry I haven't posted an update in a while, been busy...
I am currently unwrapping and have a 3dsm question. If I have two symmetrical parts on my mesh, can I unwrap just one half and then copy and mirror the UVs to the other half? How would that be possible, if at all?
..thanks.
Orrin Hogan
02-10-2008, 02:37 PM
vicban3d Yes you can do that by going into your uvw unwrap modifier go into edit, select all the verts of one side, right click hit copy, then select the other side, right click and select paste. That should work but just as a side note if you miss one vert or select to many it won't work.
InProgress
02-10-2008, 03:29 PM
Got some crits over at Polycount, and a paintover. Looks better than mine, so I'll stick with it (it's still a goat cyborg). Anyway, now I've learned how the legs should perform. The leg looks bad, as I'm still working on it.
poopipe
02-10-2008, 04:02 PM
vicban3d Yes you can do that by going into your uvw unwrap modifier go into edit, select all the verts of one side, right click hit copy, then select the other side, right click and select paste. That should work but just as a side note if you miss one vert or select to many it won't work.
that's pretty cool actually - I've always just duplicated and mirrored the geometry
I've never tried that one, I normally delete all mirrored geometry then Map it. When that is done I mirror the missing geometry back and then rig. I'll have to try that way out.
Orrin Hogan
02-10-2008, 05:33 PM
dhin If you do it that way just keep in mind to "Break" one half of the geometry in polygon edit mode in your uvw unwrap mod in order to mirror it.
BiG ToE-3DT
02-10-2008, 05:58 PM
On my cyborg dude, i just delete out the areas of mesh that will have mirriored uvs and then unwrap the rest, then collapse the stack to save the uv info to the mesh, then copy the mesh and reattach it to the main mesh.
Orrin Hogan
02-10-2008, 06:09 PM
Thats usually what I do too, but say if you have part of the body or head you that you don't want mirrored, then both methods are a good way to use in your workflow, at least for me anyway.:smug:
Joseph Pomeisl
02-10-2008, 06:57 PM
Just thought I'd share this pic...Finished the skinning, probably adjust some things. Also, thanks to darchand for the baking tutorial. Have most of the high-poly done. And once again I've got to run.
Calcuttason
02-10-2008, 10:04 PM
Warlock 279: Thanks
Joseph Pomeisl: Awsome Pose/render!
Heres a update on the HighPoly. As you can see I still have alot to do, but im only ganan scultp for a day or 2 more. I want to make sure i give myself enough time for textures, rigging and renders.
~Peace
katana
03-10-2008, 02:03 AM
I cut out a fair amount from the head...seeing that I didnt need it. i know there is more. If anyone wants to make suggestions, please do. I'm getting into the cyber on the legs now. With the other mirror'd in I'm at 5.6k. Still to high not having cyber on the right arm and the rest of the leg done. Not to mention props as well. My only saving area will be knowing that i have a fair amount of geo being covered as the cyber goes on, so i'm guessing that my numbers will even out...anyway...here we go...
http://img.photobucket.com/albums/v112/katana2665/head1.jpg
http://img.photobucket.com/albums/v112/katana2665/update_torso.jpg
I know that in order to finish, assuming that I even manage to get it unwrapped and sculpted quickly, i'll have to cut some corners. In the end i'll sacrifice getting it in on time to finish off with a good model...sure learned a valuable lesson about making a model something it wasn't...lol
arillious alyas
03-10-2008, 03:59 AM
dudidam,InProgress,Warlock 279,Joseph Pomeisl: Thank you
arillious alyas: Fav design so far. I hope its a bad guy/boss so we can have an epic fight!
Martin_x: nice job on the normals
Heres the base. now over Z brush
lol i just cought your post :D thanks! i could see my guy battling yours in one humungous climactic dual!!! you cant use the robo cat though dude that cheating...... :smug:
however hes not a bad guy (at least in my story line he isn't) hes more like a personal robot (for lack of a better word) for another character i have in development. hes like a super advance one of a kind cyborg prototype that was stolen by this other dude i'm making.
arillious alyas
03-10-2008, 04:09 AM
arillious alyas "try resetting your normals on the mesh in your modeling program" What do you mean by resetting? do you mean unwrap again? Because I dont think I have enough time to do that all over again, besides I already sculpted my face I'm hoping I won't have to do that over again as well. Again....:wall:
think youve already resolved your prob, but i was refering to a function in maya called "set to face". it seems to fix any probs i have with normals and then i just 'smooth" em
vicban3d
03-10-2008, 06:33 AM
Thanks Daddy OH, That works great. Because I already started unwrapping I am afraid to touch the mesh, so mirroring the UVs is much safer for me. Thanks again.
Agent-X
03-10-2008, 08:58 AM
Currently at 7852, I am going to do my best to make this thing look good and transform.
http://i143.photobucket.com/albums/r125/extremecreations2001/Test008.jpg
http://i143.photobucket.com/albums/r125/extremecreations2001/Test009.jpg
http://i143.photobucket.com/albums/r125/extremecreations2001/Test010.jpg
Dunric
03-10-2008, 12:42 PM
Great progress , guys !
My hi-poly WIP so far :
Vincent
03-10-2008, 12:43 PM
Hey guys, i'm arriving a bit late for this one... I'll try my best to finish in time, even if i'm pretty sure that i won't! :dunno:
here's my concept !
More to come very soon !
http://skatecoreeeee.free.fr/images/pencils/2.gif
Dunric
03-10-2008, 12:57 PM
Vincent
Great concept , i like that type of creatures :) ! Even if you can't reach the deadline , many of us wanna see your final entry . So , good luck !
Vincent
03-10-2008, 03:05 PM
HEy dunric, thanks a lot for the nice comment ! :)
I must say that i like you entry a lot, the "torsoa nd arms" part is well sculpted, can't wait to see the next update !
Here's where I am after a few hours on Zbrush...
I'll certainly upload my progress tomorrow! Hope to have the entire torso sculpted, and all the parts of the "body" created.
InProgress
03-10-2008, 06:02 PM
Vincent: Nice sculpt. I'm really curious seeing it progress.
Almost finished the new goat. All pistons rigged and working, just to make the beard and lower the tri count. Does anyone know if it's possible in Maya to put multiple UV sets into 1 mesh without combining the objects?
Martin_x
03-10-2008, 07:25 PM
Yes it's possible. Go to Mesh->Transfer attributes(option box). In Attributes to transfer check everything off, except UV sets(check all). In Attribute settings check local. Press transfer. Hope that's what you need.
Novian
03-10-2008, 07:48 PM
Hey guys, I'm slaving away here with Skinning this bad ass chick. He looks a 1000 times cooler holding the gun and posing. WIPs soon.
Cheers~
poopipe
03-10-2008, 09:19 PM
filling holes, the head and possibly an arm are new
im so tired of max this week
BiG ToE-3DT
03-10-2008, 09:51 PM
I just hope that when you texture her, that those breast get the human flesh treatment.
Novian
03-10-2008, 09:52 PM
Update time. The skinning and paint is still in progress. Let me know.
http://www.mentallic.com/LPC25/WIP_Render10.jpg
http://www.mentallic.com/LPC25/WIP_Render11.jpg
http://www.mentallic.com/LPC25/WIP_Render12.jpg
Cheers~
InProgress
04-10-2008, 08:16 AM
Looking good, Novian. In the second picture. the hand holding the trigger of the minigun looks akward and unconfortable.
Martin_x: I'll try it out and see if it works, thanks.
Poopipe: Neat-o! I second what BiG ToE-3DT said.
arillious alyas
04-10-2008, 08:37 AM
some revamping has been done. better texture quality and minor changes. story is still the same except spherical sensor things located in eyes, back of legs, in the hands and on the stomach replace the wings (couldn't make up my mind on the wings. great i dea just too much concept design time would be need to make look good). will post pictures of those laters. for now here a quick render with a light to add some mood.
thinkin about replacing the red glow holes with some metal cap type things.
res is 1024
poopipe
04-10-2008, 08:53 AM
arillious alyas: is your render really dark or is it just cos I'm looking at this on a phone? sillhoutte looks pretty imposing though so you're on the right track :)
robot chick is groovy-you've got a lot of time left to work more into the normals and textures so don't just stop once your rig's finished
big toe: I wouldn't be me if I didn't would I? I'm trying to figure out how to make her arse fleshy without it looking like a fleshlight cap at the moment
arillious alyas
04-10-2008, 09:16 AM
hmm not sure. i see it well. the image isn't "bright" but you should be able to see the dude. can you see the red ports on his body. you should be able to make him out quite well really despite the shaows. is anyone else having these probs? if you see only a "black figure" somethins wrong on my end or yours. il check on the other computers in my house.
poopipe
04-10-2008, 10:16 AM
it seems better on my laptop but still looks like it might be darker than you meant it to be - maybe check your gamma settings in max or colour settings on your monitor?
katana
04-10-2008, 11:05 AM
on my monitor the red spots are a wash of pinkish tones and the model is at about 70% gray
Dunric
04-10-2008, 01:09 PM
Well , enough sculpting i think . How can i embed the video here ?
http://www.youtube.com/watch?v=20V0RwK_hbs
setschaos
04-10-2008, 01:30 PM
Dunric: Looking good! Keep it up
Poopipe: Your topology is something that I have a long time to catch up with. It looks great. The only suggestion I have is that (if you have the faces to spare) you toss in another loop or maybe two onto the back of her neck. I can totally see her jaw popping through her neck if she looks too far down when you end up skinning her. Other than that it looks amazing.
vicban3d
04-10-2008, 02:00 PM
Hello everyone. I ran into a little problem while unwrapping. When I copy from one part of the mesh to another, the shape is correct, however the faces are off 90 degrees, and the checker map becomes stretched. Does anyone know how I can fix this? In the image I copied from cylinder (1) to cylinder (2). Thanks.
poopipe
04-10-2008, 02:05 PM
setschaos: thanks dude :). you're totally right on the neck,ill probably redesign it anyway but I'm doing fingers first.
topology...I'm using topogun to retopologise rough zbrush sculpts into neat base meshes on this one which makes life a whole lot easier than the old edge drag & bridge technique so I guess I'm cheating a bit :)
I actually got a lot of ideas about meshflow from our very own big toe when I first joined up- you could do a lot worse than studying his WIP threads
I've definitely got polys to spare-its barely more than 7k now and I'm going to completely rape a lot of that nice neat topology once I've got the normal maps out cos there'll be no need for it :)
Rogue One
04-10-2008, 03:41 PM
Hello all, not be on much been getting settled back into uni. I really want to put this mesh to bed so I can get on to the high poly but I never seem to be happy with it! I have done alot of work on the underlying form hope it shows :wall:
The light areas are flesh just incase its not clear and the will be sculpted to have a better from.
Also really not sure how to go about doing high poly hard surface stuff in zbrush, any tips?
Here is where it is at 6500 tris. The mesh "should" look alot cleaner. I really hope I do mange to finish this just not had to much experience with this stuff and I think textures and the other maps will take alot of time
Any comments will be great. :smug:
InProgress
04-10-2008, 03:41 PM
Update: my files got corrupted, and I'll have to redo the modification again. Think I'm going to skip the whole normal mapping part and head straight to texturing.
Rogue One
04-10-2008, 03:46 PM
Ouch man, that sucks!
I think concept will look good without normal maps and you could try converting the diffuse map to normal, mite work out and save some time?
You're base mesh looks so clean very nice work. I want topogun
poopipe
04-10-2008, 04:31 PM
rogue one : your mesh is plenty clean enough - use those last few hundred polys to round off areas that'll be obvious in sillhouette.
his backpack thing could do with some and whatever's happening around his bum may need some more detail
just looking at it, I think something could be done on his feet to make him look more solidly planted on the ground - they seem like feet for something fast moving and light yet he looks pretty beefy and heavy. more ground contact at the heels might do it.
FrZnChAoS
04-10-2008, 04:50 PM
Been messing with the uv's and the normals for a few days and finally got a handle on it. Heres my model comparisons and my unwrap. Learned a lot, would probably do some things differently if I had more time. Texturing is my weakest area so I want to leave a lot of time for that.
Calcuttason: your sculpt looks pretty crazy so far. matches your concept well
Dunric: you must be a zbrush pro with how quick you created that beast. looks amazing though.
InProgress: I think your characters legs make a lot more sense with there new layout.
arillious alyas: your render is very dark on my monitor, cant really see the details youve put into your texture other than the pink/red dots.
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