View Full Version : Cordero - Indiana Jones - Eric
Cordero
01-04-2010, 02:38 PM
Hey all!
Good topic.
This is the sketch of Eric. This only shows his proportions, and some muscles, which are not really correct anatomically but i liked the shape of them, so i finished the whole body with the same style.
Next, i'll give him some equipment, like a backpack, flashlight, rope, zippo, bandage, and maybe a shirt.
The goal for me now is, to do a character with interesting proportions. A serious face, and a some kind of "funny equipment". So the whole feeling of the character will be "cartoonish", serious, but yet funny.
I hope you like it so far.
chunkymunky
02-04-2010, 11:08 AM
Nice enough start, looking forward to more :)
Perversonality
02-04-2010, 02:01 PM
You might need to tweak the proportions a little more as they are just slightly too far off at the moment, but it's definitely a good idea to go for a unique style
Cordero
02-04-2010, 04:53 PM
Thanks Chunkymunky!
I think you are right Perversonality. I will fix the proportions during the modeling.
Next update, some new stuff.
chris_solo
02-04-2010, 09:45 PM
it looks good here, Cordero! ...but what are his weapons ...? maybe is it his physical strength?
Cordero
02-04-2010, 10:50 PM
On his right leg, there are two additional ropes above the straps, and those supposed to be the holder of the knifes which is on the backside of the character. Originally, it was on the side, but i erased it, and hid it back there. Maybe some he should have some heavier pain bringer with him?:D
Here is another idea. This guy already made his fortune. Not sure, if he fits the "jones" style, but he is a treasure hunter for sure:D nothing fancy, just had this "viking" in my head.
What do you think? Which one should i develop further?
xxxcubanxxx
03-04-2010, 04:11 AM
hehe, funny character. Reminds me of one of those boyscouts instructors.
chris_solo
03-04-2010, 09:14 AM
On his right leg, there are two additional ropes above the straps, and those supposed to be the holder of the knifes which is on the backside of the character. Originally, it was on the side, but i erased it, and hid it back there. Maybe some he should have some heavier pain bringer with him?:D
Here is another idea. This guy already made his fortune. Not sure, if he fits the "jones" style, but he is a treasure hunter for sure:D nothing fancy, just had this "viking" in my head.
What do you think? Which one should i develop further?
I prefer the one, the character is more present and more interesting, it's my feeling.
Cordero
04-04-2010, 09:45 PM
Thansk Cuban i'm glad you had fun!:D
I followed you suggestion Chris, and i went with the first idea. Here is the low poly model so far.
I still need to tweak the prop. a little bit, and some parts are missing on the body, and the head.
And i think i'll change the arm's position ...:D
So... I decided not to use normal maps this time. And i'll keep the triangle count as low as possible.
it's now 5350 tris. I'll add a gun, and a knife tomorrow, and hopefuly, i'll finish the lowpoly model completely.
I'm thinking about 4-5k tris at the end, i don't really now what is the number i can decrease to.
And i also decided to use up around 90-95% percent of the UVW space, which will be a 1024*1024 res map.
I hope, i can use smaller maps then 2048*2048:D
As you can see, i love deciding things. now i just have to make them happen:)
i hope you like it so far!
xxxcubanxxx
04-04-2010, 11:57 PM
moving along I see, mesh is looking clean hope to see more soon.
chunkymunky
05-04-2010, 08:58 AM
Not too bad start on the character mesh but to be the proportions look way off, unless you are going for a stylised/cartoon character...if you are please disregard my comment and you'll doing great lol :)
Cordero
05-04-2010, 09:43 AM
Thanks Cuban! I'm doing as fast as i can ;)
Hey ChunkyMunky! Yes i'm trying to go with cartoon style! I know its horribly off from normal human proportions, but that was the goal:D But i'll try and make it more obvious that he is a cartoon character!
More updates later on today ;)
Cordero
05-04-2010, 11:54 PM
Next update.
Changed the proportions a bit, and removed some polys.
Finished the gun.
It's pretty close to the final low poly.
The whole stuff is 2,935 tris.
I hope you like it ;)
Cordero
06-04-2010, 09:43 AM
Final low poly.
For now:D If you have something which i should change before UVW, please leave a reply. I'll wait for some answers till the night, and then i'll start uvw mapping.
Thanks in advance.
chunkymunky
06-04-2010, 01:22 PM
Looking much better right now
Likwidmotive
06-04-2010, 01:28 PM
Its like you took the mesh from World of warcraft man; such a low poly count. I'm seething with envy.
Cordero
06-04-2010, 01:53 PM
Thanks ChunkyMunky!
I'm glad you like it Likwidmotive! I really did my best to reach the lowest tri count possible. So i'm forced to draw better textures... because all of the details will be on the diffuse map:D I hope i wont fail.
I'm moving on to uvw now.
Likwidmotive
06-04-2010, 02:32 PM
I'm going to suggest this, because this is what I'm seeing everyone do in this thread (My self included) is using zbrush to sculpt the textures, and then hand painting it for a diffuse colour map. I'm going to suggest bringing that entire model in zbrush, and then increase the poly count to roughly 2.5-3 million polys, and sculpt the crap out of it. And since you already have the low poly model from studio max, you can just throw on the diffuse map and normal.
I guarantee it'll look sick man
Cordero
06-04-2010, 03:00 PM
Yeah, that is what i do most of the time too.
But this time, i want to use up around 95% of the uvw space, which i will do by stretching the map here and there a bit.
By doing this, i can't really paint the diffuse map in my regular approach.
So i decided to use PS CS 4 for projection mapping. Which i never used before:D i hope that it will turn out to be usable...
Likwidmotive
06-04-2010, 03:03 PM
good to see you using things that go outside of your boundries of knowledge. I was going to use zbrush's zshperes II.....which I might actually redo the entire mesh, and make all of the clothes and such in zbrush with subtools, and to also stick out from the rest....cause I don't see anyone using the newer versions of these programs
I can't wait to see your textures man
Stoneking
11-04-2010, 02:35 AM
Hey Miklós!
Great work man, congratulations
Such a low poly count, wow amazing!
I'll be out till april 24 so i think i'll not be able to participate
this month :hmm:
Good luck man
Cheers!!!
Cordero
11-04-2010, 08:29 AM
Thanks Likwidmotive!
hey Fernando!
:( It's sad you can't join this time. I hope you have something to work on ;)
Please check back on my entries (there will be another one next weekend) and c&c them if you have the time!
Long time, no updates. I've been working on the uvw map. I redid it a couple of times from scratch. I'm still not confident with the result, but i'll go with this one now. I started rigging, there are some issues to be fixed, but the major part is done.
The final tri count turned out to be 3178. I needed to add some loops here and there for better deformation.
I hope you enjoy what you see!
chris_solo
11-04-2010, 09:31 AM
Hi Cordero,
the position of the character is successful!, great progress.
snakeeaterjns
11-04-2010, 01:39 PM
Hi cordero. the model is very good, but the legs are strange, seem long, and the thigh seems very thin.
Likwidmotive
11-04-2010, 03:53 PM
im sure the legs are strange because he was trying to make folds with 20 polygons, lol. Great work man, kudos. I still think you robbed World of warcraft of their mesh lol :P Its probably 1,500 polys in total. When I vote, this is definitely one of my choices due to that factor. Just wow me with the texture maps, and you got my vote.
Cordero
11-04-2010, 09:02 PM
Thanks Snake! i understand what you mean, but i'm pretty happy with the proportions now, so i don't think i'll change the legs now, but thanks for the reply!
Thanks Likwidmotive! I "googled" some lowpoly wireframe meshed, and i figured out my own way of doing it:D WoW models are pretty good, so i' happy that you think my work is similar:D
I was thinking about making the texture 512*512 res. And if i do so, i want to do it in 512*512 not rescaling lets say a 2048*2048 texture map.
I hope it'll look okay:D
If not, i'll redo it in 1024*1024... the lowest i'm capable of:D
chunkymunky
12-04-2010, 09:11 AM
Pose is looking great, looking forward to more :)
Cordero
12-04-2010, 07:21 PM
Thanks chunkymunky!
Is there any chance you will ever join a game art challenge?:)
I ran in to a problem here.
I'm trying to bake my AO map. The bake is all right, in the render window which appears when i hit render, but i set a padding, so it bleed over the uvw. And because of that i will be needing the output file, which comes out black.
I applied mental ray ao map on the model, and i tweaked the setting so it looks okay. But the output file is black.
Can anyone help me?
chunkymunky
13-04-2010, 12:24 PM
Sorry don't know MR otherwise would love to help, i'm not sure i'd participate in the challenges i'm very much a watcher of these things, my 3D isn't too good and my sculpting it worse lol and my painting is horrendous, so it's unlikely :)
Cordero
13-04-2010, 06:22 PM
chunkymunky: I guess you are one of the guys who has the eyes for this stuff then:D
Just showing some progress. used zbrush for something like an AO map, which works for my model for now.
I started some work here and there with the textures.
I'll do the equipment later.
It's a print screen from 3dsmax. I don't really plan to render this, i'll just use a viewport shader.
I need to finish this till friday, so wish me luck!:D
chris_solo
13-04-2010, 07:46 PM
great progress Cordero!! keep it up :)
washka
14-04-2010, 10:30 AM
Hotshot!
Cordero
14-04-2010, 11:55 PM
Thank you Chris and washka! It means a lot that you like my work, it keeps me rockin':D
Slow progress, and an update.
Some areas are just colorized, and thats all, so i need to work on those parts.
I'll do the spec. map tomorrow, and hopefully finish this piece.
I hope you like it!
wingman103
15-04-2010, 01:29 AM
This is classical stuff man i love it. very nice game ready model very nicely done keep it coming .
chunkymunky
15-04-2010, 03:12 PM
Really coming along a treat now, lovely texture work, it will looks great once you've sorted out the specular maps aswell.
Cordero
15-04-2010, 09:36 PM
Well, here are the final shots.
I will do the entry sheet later.
I hope you all like it!
If you have any kind of crit. in your head, please reply to this post, so i can do better next time.
Tomorrow, i'll start my other entry... with a little surprise, i'll hope you will follow that on as well. I'll try and go for a realistic look.
edit: the texture map size is 512*512
Insania
29-04-2010, 03:50 PM
Cool stuff. The rifle is nice :D
Stoneking
29-04-2010, 06:45 PM
Hey Miklós!
Wow man, really great work for such low poly count,
Impressive,
Love the textures, is it Photoshop?
Good luck !
Cheers
Cordero
30-04-2010, 08:31 AM
Thanks Insania! It means a lot, that you like it!
I'm glad you like it Fernando! I did the textures with Photoshop. I actually did a "high poly" version of this model in Zbrush. Most of the time i use the displacement map as a base for my diffuse map, and that was the case this time too. Of course, its not a detailed sculpt, just a base. This way, i have more control over the base of the diffuse map. I prefer this way over baking diffuse map from max ;)
chris_solo
30-04-2010, 08:44 AM
I really like the poses, design too is great!!,
congrats to finish Codero and good luck!
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