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View Full Version : VersionThirst – Indiana Jones– Morgan Oxford


VersionThirst
01-04-2010, 06:24 PM
This is Morgan Oxford, adventurer extraordinaire.

I decided to take on a sort of Victorian-style treasure hunter. I'm hoping to have time to flesh him out.

xxxcubanxxx
01-04-2010, 07:11 PM
Concept looks promising :)

chris_solo
01-04-2010, 07:50 PM
yeah agree!

Pedro Jatobá
02-04-2010, 02:59 AM
awesome concept... ˛

VersionThirst
02-04-2010, 05:44 AM
Quick update. Started modeling.

chunkymunky
02-04-2010, 11:05 AM
Beautiful concept sketch, and a cool name too. Really nice start so far :) I'll be watching this thread for sure :)

snakeeaterjns
02-04-2010, 01:36 PM
Cooll ideia. Modeling is good. Keep going and good luck.

Perversonality
02-04-2010, 01:59 PM
Nice concept art :) Will be interesting to see how you progress

MightyReg
02-04-2010, 02:01 PM
A powerful start! The sketch is awesome, altough he seems a bit too well dressed for going into the jungle :D
I think is revolver is a bit small, but it's really up to you.

dhin
02-04-2010, 02:13 PM
Nice start. Can't wait to see more.

VersionThirst
02-04-2010, 06:33 PM
Thanks for all the comments!

Here's a quick update. The biggest things that I still need to make are the head, gloves(hands), hat, and maybe the rope.

Probably won't have time to work on anymore til after the weekend.

VersionThirst
02-04-2010, 09:45 PM
This is the last update until after the weekend. I still need to do the hands & fix some stuff. I want to make his face and/or body more slender.

chris_solo
02-04-2010, 09:48 PM
It's better and better, you are fast. I like his head well.

Cordero
02-04-2010, 10:55 PM
hey there!
Good stuff here. Reminds me of sherlock holmes.
But i think that your character is not as tall as on the sketch. and i think, that this tallness suited the character's style really well.
Now he doesn't look very Morgan "Oxfordish" to me.

xxxcubanxxx
03-04-2010, 04:09 AM
looking good, keep it coming.

chunkymunky
03-04-2010, 11:19 AM
Very nice so far.....looking good, nice moustache and goatee :)

VersionThirst
05-04-2010, 05:14 AM
Thanks for all the comments.

Quick update. Done with most of the modeling, still need to put in some tris for hair. I think I'm ditching the rope idea in the concept.

I still might add some height to make him a little more slender.

Currently at 7,806 tris.

chunkymunky
05-04-2010, 08:54 AM
Really nice accessories, love the satchel and the gun, the outfit it part explorer part circus ringmaster :)

chris_solo
05-04-2010, 10:06 AM
yep nice progress, keep it up.

xxxcubanxxx
05-04-2010, 11:16 AM
mesh is looking clean

VersionThirst
05-04-2010, 12:28 PM
Really nice accessories, love the satchel and the gun, the outfit it part explorer part circus ringmaster :)

Thanks, looking like a ringmaster is something I also noticed when I started modeling. Not intentional, but I think it's kinda neat.

VersionThirst
05-04-2010, 08:48 PM
Started refreshing myself on the Zbrush/Max normal map exporting workflow.

VersionThirst
06-04-2010, 03:57 PM
Still playing with zbrush to refresh myself on the workflow.

Likwidmotive
06-04-2010, 07:46 PM
That's exactly what I thought it would look like... dude this model is gonna be sick!

xxxcubanxxx
06-04-2010, 09:36 PM
are you going to make the eyes a separate object? because I think the face would really benefit from it.

VersionThirst
06-04-2010, 10:24 PM
Thanks for the comments,

xxxcubanxxx - Thanks for the advice, I didn't plan to at first, thought it would save on tris, but I think you're definitely right. I'll pop his eyes out into separate objects.

VersionThirst
07-04-2010, 08:38 PM
Started Zbrushing everything, one piece at a time. Have the head, facial hair, hat, and eyes done.

I'm going to start on the clothes next. I always have trouble sculpting folds in clothes and fabric, does anyone know of any good tutorials or resources for that?

VersionThirst
07-04-2010, 08:59 PM
Also, if anyone has any solution to Max exporting objs, and then Zbrush deciding to change my edgeflow, that would be awesome. I'm exporting from Max 9 to Zbrush 3.

I've tried exporting as Polygon & Quads, with the same results. Triangles works... but I hate dealing with tons of tris...

Any help would be awesome

xxxcubanxxx
07-04-2010, 09:26 PM
so what are you trying to do? exporting the low poly from zbrush to max after you do all the sculpting? if so you gotta save a morph target of the low poly once you bring it in from max and then sculpt, then after you're done and ready to export back into max go to the lowest sub level and hit the switch morph target in order to go back to the original mesh. Don't know if this is the issue, but hope that helps. :)

VersionThirst
07-04-2010, 10:14 PM
Thanks for the help, but apparently Zbrush has nothing to do with it.

I did some more testing. The object on the left if my original mesh, the object on the right is the mesh after I export as obj, then import back into max. My meshflow is all messed up.

Anyway to keep my mesh from tweaking out when I export as obj?

-Just found one solution, it's to fix the edgeflow on the new obj that messed up, then export that object. Seemed to work as a workaround for now, but if anyone knows why it does this, I'm all ears.

chris_solo
07-04-2010, 10:30 PM
so.... I found this, maybe this will help you

http://www.pixologic.com/docs/index.php/ZBrush_to_3ds_Max

nice sculpt head!

r0x_my_s0x
07-04-2010, 10:51 PM
Collapse the stack all the way down and reset the xform and collapse that down as well before you export your mesh. If that fails do all that then convert to edit mesh and try again. Max 9 has a horrid obj exporter.

VersionThirst
08-04-2010, 06:15 PM
Awesome, got it to work. Thanks for the help.

Here's my sculpting progress so far.

VersionThirst
08-04-2010, 08:39 PM
Continuing sculpting...

Cordero
08-04-2010, 09:54 PM
Proportions seems to be a bit off, as i said earlier, but we will see how it looks in the end.

I like the sculpting so far.

VersionThirst
09-04-2010, 12:17 AM
If it's because the legs look too short, it's because his pants only go to the bottom of his knees. He has tall boots also.

chunkymunky
09-04-2010, 09:22 AM
Wow he's looking cool! Lovely sculpting so far, fantastic cloth wrinkles and features :)

VersionThirst
09-04-2010, 02:42 PM
Thanks for the comments.

Here's another sculpting update. Just mainly been working on the stuff with the most symmetry. Gloves are next, then I'll start adding in the asymmetrical things like the bag, gun holster, & machete. I'll probably do the hard surface models like the gun and lantern last.

chunkymunky
09-04-2010, 03:37 PM
Coming along in leaps and bounds so far, what mat cap are you using it's got a great specular on it that's really showing off your detailing :)

VersionThirst
09-04-2010, 06:05 PM
It's called MD_Antique_Bronze2. I can't remember where I got it, might have come from Sathe, when he posted a bunch up at one point.

I'll try to upload it here:

http://dl073.filefactory.com/dl/f/b102heg//b/2/h/4073a372e152243830117bd9/m/295a49be4b78904cbea60f6a720b2270/n/MD_antique_bronze2.ZMT

Not sure how reliable that site is.

chris_solo
09-04-2010, 07:39 PM
great progress! charismatic....
so..perhaps the folds of the knees somewhat resemble the folds of the ankles ...

hulahuga
09-04-2010, 07:59 PM
The concept has a really nice posture and style :).

´Pull this through, but care with the lips and the folds ;).

VersionThirst
10-04-2010, 03:38 AM
Thanks for the comments.

This is my real first try at realistic cloth in Zbrush, so I'm kinda learning as I go.

Just about finished with sculpting.

chunkymunky
10-04-2010, 08:00 AM
Wow great detailing, really like the hip satchel and the back machette :)

chris_solo
10-04-2010, 08:47 AM
I really like your character!! good work!

wingman103
10-04-2010, 03:30 PM
i like it man cool. i cant wait to see it textured, very nice work

VersionThirst
13-04-2010, 04:40 PM
Thanks for the comments.

Unwrapped and created the normal map. Threw a quick base color on and created the alpha map. Next I want to bake in some AO and start on textures.

chris_solo
13-04-2010, 05:17 PM
nice poly flow, but you would have benefited more polys because you are around 8 000 tris, you could enjoy a little more, the limit is 10 000, it's true that less is better, but .....

so is still well!! nice project, I really like it!

hulahuga
13-04-2010, 06:20 PM
Cool man :)

I agree with chris though, you should add some edgeloops to minimize unwanted hard edges...

VersionThirst
13-04-2010, 11:10 PM
Slowly started texturing. Have the gun and lantern so far.

washka
14-04-2010, 10:29 AM
Maybe you could add some more design to its lantern?
Like the costume, and medal, nice style/inspiration.

chunkymunky
14-04-2010, 10:30 AM
Nice textures so far, looking good :)

wingman103
15-04-2010, 01:40 AM
awesome stuff man really nice work flow i like the way you are working its very nicely handled. details are coming out nice i would love to see this one textured.

VersionThirst
16-04-2010, 06:25 AM
Thanks for the comments again.

Got through most of the texturing. I still need to add some things, and make some tweaks here and there. I think he needs to be a little more dirty if he's been out hunting treasures... plus I think he's crosseyed.

chunkymunky
16-04-2010, 11:38 AM
Really starting to take shape, textures are really good, not sure about the fire in the lantern though, it doesn't seem to originate from anywhere....just looks like you're got fire and nothing else.

lampshadehead
20-04-2010, 02:49 AM
Looking really good. Nice texturing. he has alot of character. I think the pants could be a little more saturated. The fire in the lantern might look better if you used 2 transparent planes crossing over each other... like the trees in old racing games. From the top the planes would cross like an X.

xxxcubanxxx
20-04-2010, 01:11 PM
Textures are looking good dude, keep it up.

Pedro Jatobá
20-04-2010, 01:21 PM
you're not able to use a glow map for the lantern fire ?

Your model got a nice poly count , its looking very clean , congratulations and good lucky with his textures !

VersionThirst
22-04-2010, 09:00 PM
...not sure about the fire in the lantern though, it doesn't seem to originate from anywhere....just looks like you're got fire and nothing else.

Yeah, I wasn't really sure about it myself. Probably why it looks the way it does. Right now I really just have fire taking up the volume inside the lantern without much thought. I suppose if it was some kind of oil lamp, it would have one main point from where the flame rose. Maybe I'll add in some type of cylinder shape and make the fire coming from that general region.

...I think the pants could be a little more saturated. The fire in the lantern might look better if you used 2 transparent planes crossing over each other... like the trees in old racing games. From the top the planes would cross like an X.

I'll up the saturation a little bit on the pants, to compensate for the highly saturated neckerchief. I still wanted to keep the overall palette fairly muted. If I make the fire coming from one point, that type of two plane method would probably work pretty good.

you're not able to use a glow map for the lantern fire ?

I am using a glow map. I'm also using an alpha map. I just didn't show it with the other textures because they're both not much to look at.


I'm fixing up these last couple tweaks then going to start on my pedestal.

VersionThirst
23-04-2010, 07:43 PM
Dirtied up the textures a little and changed the way the fire looks in the lantern.

Worked on the pedestal and I'll probably makes some more changes, but for now, time to start rigging.

SR_6274
23-04-2010, 08:01 PM
Looking good. Fire looks better now in the lantern, and I like the "dirt" on the textures. Pedestal looks awesome as well.

Great job!

chris_solo
24-04-2010, 08:27 AM
yeah great job! I like the texture's work.

VersionThirst
26-04-2010, 01:32 AM
Made a basic enough rig to get what I needed. Put together the winning shot. The other shots are easy from here.

Raul
26-04-2010, 04:02 AM
u should increase the density of the fill ligth a bit more to ligth the scene a bit better. Right now is plain dark! And yes, i know its supposed to be nigth time.

chunkymunky
26-04-2010, 04:15 PM
Wow looks very good indeed now! Love it

hulahuga
26-04-2010, 06:14 PM
His arms look extremely short. Sorry to say this now, but just noticed.. you could fix this by perhaps posing the left arm a bit differently, or at least reduce ;).


Real cool model though.

VersionThirst
26-04-2010, 07:37 PM
Lightened up the winning shot a bit.

I think the arm holding the lantern looks short only because it's bent. In the other angles of the same pose, you can see what I mean.

Here are my final images, any last comments/changes?

Martin_x
26-04-2010, 10:17 PM
congrats! Good job!

chunkymunky
27-04-2010, 02:33 PM
Congrats, love that plinth too :) Best of luck!

VersionThirst
27-04-2010, 03:11 PM
Posted the final shots in the Final Thread. Thanks for all the comments/critiques, it really helped me along.

hulahuga
27-04-2010, 03:22 PM
Final comment: good job :).

Very neat model with a pretty interesting concept.

Raul
27-04-2010, 06:27 PM
awesome finish!

BiG ToE-3DT
27-04-2010, 08:42 PM
how about a pose like the one in your concept

VersionThirst
28-04-2010, 02:12 AM
how about a pose like the one in your concept

Yeah, I thought about it, but I was never too happy with that pose; seemed kinda feminine. I also wanted a "hunting for treasure" kind of pose instead of "ready and waiting to go out and hunt for treasure".

BiG ToE-3DT
28-04-2010, 02:27 AM
I wouldn't say it looks feminine, more like he is layed back. Knows how cool he is and is just waiting for everyone else to figure it out.

either way, it would be nice to see him in some more poses.