View Full Version : Setschaos - Army of One - Mr. Jeebies
02-12-2009, 01:30 PM
After thinking a little bit about the idea and what it entails, I figured I'd go with a more practical and realistic route; A hobo. It's the perfect candidate! Can go long periods without eating, GREAT at gathering items from odd areas to help them survive, have a NASTY temper, and have a lot of character. So, without further adieu, I present, Mr. Jeebies.
He's going to come with a few other accessories, but I'd like some input on what I should toss in there. I'm thinking that a few trash bags full of aluminum cans should do good. I was also playing with the idea of having him have aluminum ninja stars and a sign that says "Will work for super Ninja powers." There's so much I could do with this, so if anyone has any suggestions, toss them my way! Thanks
02-12-2009, 02:24 PM
Simple base mesh, going to sculpt it in zbrush as step 3. I'm handicapped on hands, so I focused on the base mesh detail for this pass. Nothing special, but it bumped up my time spent by about 15 minutes.
02-12-2009, 08:13 PM
He better have a secret tornado kick in some of his backpack, coz otherwise he will be ripped apart quickly in a cruel world after an armageddon:D
Anyway, i like the concept. It would be nice to see what do you mean by other accessories exactly. I mean how would that things affect his appearance.
02-12-2009, 09:03 PM
Yeah, he does look a little whimpy, but the idea is to have him with a pack rat look, I may even have him with a shotgun and the crowbar and bags full of misc. stuff and weapons.
Anyway, I ran into some issues with memory starting from such a basic mesh, so I redid the base mesh with hopes that my system will take the subdivisions better. Here's the update.
02-12-2009, 09:45 PM
Figured I'd toss in what I'm able to do for the night. It's nothing much, but it's nice to see where I'm going style-wise with this character. More either tomorrow or late tonight!
ur concept is nice and simple. But too simple? pershaps work a little bit more on your ideas before you get too deep into your sculpting.
Also, the shapes and forms of your sculpt are already way off. I would find a few pics of a old men and folow those. Even when you are trying to do something stilish, the same rule applies. ALWAYS USE REFERENCE.
And dude, make yourself a HUGE favor. When using zbrush try out different materials, the default red zbrush clay is only going to mess u up. If anything use the grey material.
02-12-2009, 10:30 PM
Thanks Neto for the input, do you think you could expand on some of the comments? I know that my porportions are off, and that's still a work in progress, but maybe a paint over or a more detailed disection? I keep wanting to rush into the sculpting because I take it into topgun and then create the low poly then unwrap and take it into Xnormal for the normal mapping, so maybe I'll just start again and take my time on the base mesh instead of just trying to hammer it out quickly.
03-12-2009, 12:28 PM
one more hint...take a good look at proportions!
you know...8 heads rules, balance and so on...
03-12-2009, 01:11 PM
Well first thing I'm gonna ask is, are you going for a stylized look or a more realistic approach (model wise)? Also don't rush you still have plenty of time.
03-12-2009, 09:49 PM
Well, I'm eventually going to get it together and get a more realistic model going. I've decided how I'm going to approach the idea mechanically and I should be putting out more focused details in the next few following WIPs. In the mean time, I have to finish up this 3 hour take home test, so there may not be much more coming from me tonight.
Thanks for all the input guys, more SERIOUS work coming up soon.
04-12-2009, 02:25 AM
Ok! Thank you everyone for the input, I took my time cranking out a REFERENCED base mesh and have been sculpting out a pretty good start to my work. I haven't started the head yet, but the body seems to be coming out nicely. I need to do some more work to his back and defining his navel.
I eat constructive criticism, so please, keep scrutinizing and tossing in great tips!
04-12-2009, 02:41 AM
it's looking better than the first one you posted earlier, but the model still seems pretty rushed. I don't want to be a pain in the ass, I really wanna help.
Here's what I see wrong:
-Muscles seem to be outlined by a hard lines.
-strange bump all over the torso (dunno if this is intentional).
I don't know what subdivision level you are working on, but I'm gonna go ahead and say you are not defining the mesh on the lower sub levels enough to have a clear mesh which you can work on top of. If you could please get us a front and back view we could do some paint overs to help you out better. Also can you post the reference you are using?
good luck. :)
04-12-2009, 08:17 AM
xxxcubanxx is a great helping resource! you are lucky dude!
...hope he has a minute in the next week to review my job! :)
04-12-2009, 08:28 AM
As Cuban says, take the time to get the basic proportions right before wading into the modeling/sculpting. The better the base mesh, the better the sculpt will look and also you will have to spend less time later on fixing things up
04-12-2009, 12:25 PM
Ok so here's a frontal of both the base mesh and the most recent update as well as a side shot of the most recent update.
Please, be my guest to tear it apart. I'm still in school and haven't gotten to any of my life drawing or sculpting classes, so any input not only puts me ahead of the curve, but also makes me a better artist in the long run. Thanks again for the help!
04-12-2009, 09:44 PM
Just a text update, I popped the sculpt into topogun and shot out a nice mesh flow, created my normal map for that object and am now working on the beard. Next in line will be the hands and feet, followed by jacket and glasses.
When I have all my UVWs lined up on one sheet, then I'll go ahead and dive into the diffuse map. I won't post any visual updates until I have a section done and am ready to present.
Of course, I'm always open to feedback on anything I've already posted, or any ideas that you may have, so keep them cranking!
07-12-2009, 01:11 AM
It looks nice, one comment the thigh look a little long. :D keep it coming.
07-12-2009, 03:47 PM
Ok here's a little bit of progress, I'm still debating what clothing I want on him, the jacket and scarf are still high in the list, but it would take away a lot of detail in the rest of the model. I changed out the dirty and worn sneakers for a pair of penny loafers which will be word down and scuffed in the diffuse.
Coming up next will be the weapons, if anyone has any feedback, shoot it my way. Thanks!
The model is sitting at about 6.5k tris atm, I shelled the facial hair and may go back and undo that because it's really not necessary, but we'll see what I need for the clothing and the misc stuff.
D R E A M N T
07-12-2009, 06:49 PM
This is looking really good man.Keep it up.
12-12-2009, 09:12 PM
Just wanted to post a quick update to let everyone know that I'm still alive. Just working out some technical stuff like normal map seams and object proximity (especially in the mustache) I'm going to work on the gear here shortly, hopefully I will have enough tris to get into what I want to toss in there. Enjoy the update!
13-12-2009, 07:44 AM
maybe add another layer of beard for it looks odd and "empty" in the side view...
13-12-2009, 11:35 AM
Good! I'll wait for textures!
D R E A M N T
13-12-2009, 11:48 AM
I cant wait to see those textures man.
15-12-2009, 02:36 AM
Ok, here's a quick layout of the basic diffuse. My GF pointed out that the crowbars look a little like walking sticks, so the diffuse for those will be wooden with metal tips.
Other than that, the only comment I have is that the beard is the only piece of geometry that has a texture that I'm pretty much done with. I'm adding the torn pants transition into the diffuse and I still need to alpha in the torn jacket at the bottom where it looks like there is some UV layout issues.
16-12-2009, 05:25 AM
crow bar from Half Life returns !! Looks interesting!
16-12-2009, 10:49 AM
very nice indeed
vBulletin® v3.7.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.