View Full Version : Marty_McFly – Gender Bender – Wolverine
Marty_McFly-3DT
01-08-2009, 03:10 PM
I know that there's a couple other Wolverine's being done already, but he was the first character I thought of when seeing this challenge. I'm not making an official entry, I just wanted to practice on something I'm completely rubbish at... Character Modeling! I know that I have a lot to learn in this area, so it was a great learning exercise... please don't judge her too harshly... :ugh:
So, here's my completely rubbish non-entry.
Body Wireframes:
http://i227.photobucket.com/albums/dd249/mcflygold/Wolverine/wire1.jpg
http://i227.photobucket.com/albums/dd249/mcflygold/Wolverine/wire3.jpg
http://i227.photobucket.com/albums/dd249/mcflygold/Wolverine/wire2.jpg
Head Wireframes:
http://i227.photobucket.com/albums/dd249/mcflygold/Wolverine/wire4.jpg
http://i227.photobucket.com/albums/dd249/mcflygold/Wolverine/wire5.jpg
http://i227.photobucket.com/albums/dd249/mcflygold/Wolverine/wire6.jpg
Render:
http://i227.photobucket.com/albums/dd249/mcflygold/Wolverine/Toon1.jpg
BiG ToE-3DT
01-08-2009, 03:52 PM
Marty, Marty, Marty, its a good start, but the big issue I see right away, nothing is see threw. You should add a nudity warning to your thread, then use it.
But seriously, it is a good start. If you want to keep at the characters all you really need to do is play with the poly flow. Mainly in the face, but then thats realy just for animation, still renders, flow doesn't matter.
poopipe
01-08-2009, 04:18 PM
He's not wrong - needs more see-threw
crit wise -
poly flow etc.. exactly what toe said
Her ****** is looking a bit like she's had an accident of the solid variety once rigged. you need to work some more form into there and add some loops to help with the deformation around her thighs and protect the shape of her pelvic doodads
For some reason the internet is full of pictures of that particular part of lady anatomy -most of them unclothed with their legs in the air - so reference material shouldnt be an issue
Warlock 279
01-08-2009, 06:20 PM
Bah! You've got to enter! This is an excellent start.
The face could use maybe a little work, but to be honest, I can't see any issues with it as you have it now, given the mask.
The ****** could use a little clean up, like poopipe said. Here's a link (http://www.pig-brain.com/tut02/tut02_04.htm) to a little deformation tutorial. That method seems to work pretty well.
Only other issue I'm seeing is the double edges along the spine, you can probably get rid of most of the polys there, certainly from the waist up anyway.
Be ashame to quit on this now, so lets see some more.
VinsanityV20
02-08-2009, 02:57 AM
Man, thank god I wasn't the only one who thought this was pretty good:) After that little intro, I thought I was in for a mushy, badly proportioned mess. For someone whose supposedly "rubbish" at character modeling, this character sure does have some pretty decent poly flow. It's not perfect, but seriously man, I think you can officially consider yourself NOT rubbish at this:D
P.S. Nice finishing touch with the toon shading and comic print ink dots effect.
Harbinger
02-08-2009, 05:29 AM
disagree with everyone else ,the see through would definitely deviate from the mood and sense of the character (u image wolverine wearing see-thru, ugh). The poly flow needs a little work and perhaps u could exaggerate the female figure to make it look sexy. Just my suggestion.
strict9
02-08-2009, 05:49 AM
harbringer...no way.....if wolverine isn't wearing his tight stuff, than he is either wearing a white little no sleave thingy or he is wearing nothing on top at all
personally i wouldn't mind her a bit more robust...he/she is a suppose to be little person full of anger and the body to back it it up.
thats my input.
maybe some pink and red instead of yellow and brown.....or not ;)
Agent-X
02-08-2009, 07:08 AM
Nice start. I like it. Add more geometry in the mouth and cheeks and the black ear things on the mask and round em out defining the curvature more. The claws could use more geometry too. Add a mouth cavity, tongue and teeth. I cant wait to see this taken in to zbrush or mudbox and sculpt the crap out of it. Looking good so far, keep it up.
Marty_McFly-3DT
02-08-2009, 09:13 AM
BiG ToE-3DT:
Yeah, I'm used to just modeling for still renders... so I'm trying to get into the groove of modeling with deformation in mind. As for see though clothing... we'll see what happens... ;)
poopipe:
Yeah, it's not an area I was pleased with. But on the plus side, Warlock gave me a nice mini tutorial that should help.
Warlock:
Thanks for the tutorial! I'm definitely going to put it to use! I'm also curious, why do the polys along the back bother you? I liked them just for the shape it gave. Should they be removed just for the sake of the poly count?
VinsanityV20:
Ha... Thanks for the kind words. I don't know if they're fully deserved, but I appreciate them anyway! I'm glad you liked the render too! :)
Harbinger:
Thanks for your input. I would like her to have a little bit more to her figure as well.
strict9:
I was wanting to make her more stocky at first, to fit more with the Wolverine theme... but I really couldn't get the look at wanted. So I went for a slimmer look.
Agent-X:
Thanks for the suggestions... She actually has a mouth cavity, but no teeth or tongue though. ;) As for Zbrush... I actually played with her a little in there, but I'm more rubbish in there than I am in 3DSMax! :eek:
Everyone:
I think I might be going back to the drawing board with her. She was a great learning experience, and hopefully I can make some improvements that would be worthy of everyone's time. I honestly didn't want to post her at all... there's so many other great entries, I didn't want to waste everyone's time. :shy:
Marty
strict9
02-08-2009, 09:29 AM
[QUOTE=there's so many other great entries,
Marty[/QUOTE]
never stopped me before ;)
poopipe
02-08-2009, 11:10 AM
just spotted it..
another thing to watch out for is the shoulders - they have an unnecessary bulge in the posed image whis comes from modelling in the full Tpose (cos for that to look right you need to bulge the shoulders out).
I'd suggest you pull the arms down 45 degrees or so and alter the shoulders to work in that position as it gives you a happy medium - it's either that or you mess with morph targets/skin morph
but yeah - no reason to stop, it's decent work.
Warlock 279
02-08-2009, 06:16 PM
Ya. its just a polycount concern. Generally for low poly stuff you don't want to model small details, unless they change the silhouette, the two strips in the back aren't likely to be noticeable in silhouette no matter how you look at it and could easily be faked with painted texture and a normal or bump map.
However if you stick with texturing the model the way you are now, then the extra shape those two strips may be advantageous.
Marty_McFly-3DT
07-08-2009, 02:16 PM
So I've been working on Wolverine some more and made some changes... hopefully for better and not for worse! :hmm:
Front Wire:
http://i227.photobucket.com/albums/dd249/mcflygold/Wolverine/w2wire1.jpg
Back Wire:
http://i227.photobucket.com/albums/dd249/mcflygold/Wolverine/w2wire3.jpg
Side Wire:
http://i227.photobucket.com/albums/dd249/mcflygold/Wolverine/w2wire2.jpg
Comparison from Old (Left) to New (Right):
http://i227.photobucket.com/albums/dd249/mcflygold/Wolverine/w2wire4.jpg
Render:
http://i227.photobucket.com/albums/dd249/mcflygold/Wolverine/Toon2.jpg
L3XICON
08-08-2009, 08:33 AM
looking real nice so far Monty :D my only crits are small ones, and that the knee maybe protudes a little bit too much and the shoulders possibly a little wide.
loving the use of the toon shaders, and good luck!
Marty_McFly-3DT
08-08-2009, 03:07 PM
Thanks L3XICON... you're the only one to reply to my updates... I'll see if I can make any modifications to the geometry without having to alter her rig. I have as much experience in rigging as I do in character modeling, which is to say I have none at all! ;)
Although I'm not sure if your reply was really meant for me since it seems as though you got my name wrong... :shy:
-Marty
L3XICON
08-08-2009, 05:23 PM
haha, now I feel foolish :P yes of course it was meant for you, and apologies for bad naming there lol. - I need two or three attempts to get my own name right most of the time :P
as for modifying the mesh, it should be no problem if you do not add or delete any geometry, the vertex's should keep the same weight value :D
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