View Full Version : Cordero's characters
Cordero
07-07-2010, 04:34 PM
This thread is going to show my WIPs, including all of my characters i'm doing from here on.
So here is my latest lowpoly character: Deadpool. Since I really liked doing Spiderman, i decided to make another comic character, but with next gen methods.
So this is where I'm at now. I want to rig him up fully, including as much facial expressions as possible. The whole character, including the two pistols, two swords and equipment is 4470 tris. This is going to be the lowpoly version, since i'm always doing the lowpoly first, which I then sculpt on.
The guns going to have laser sights on them, thats why they are so wide at the end.
The knife basically a copy of the swords, so I didn't made an image of that. (i'm gonna need to make a "bag" for the knife, i just noticed:))
So what do you think? is 4470 tris too much? does the silhouette shows that its a comic character?
I'm mainly concerned about the proportions, does it show that this is a comic guy?
All comments are welcome, and crits even more :)
edit: I decided to change this image from time to time, so it updates in the thread section!
The proportions look good. Very stylish. Yet something feels odd. Do you have any concepts that you are going off? I think you shoukd post your reference. Also, no high poly?
Cordero
07-07-2010, 05:42 PM
http://joshawafrost.deviantart.com/art/They-call-me-DEAD-POOL-165558944
http://www.youtube.com/watch?v=sAI5y20X2Gk
These are the one of the ref. i'm using, and i attached an image.
There will be a highpoly of course, but i wanted to show the lowpoly wireframe before i move on, to see if its good for deformation.
I agree, something is a bit off right now...
Cordero
07-07-2010, 05:56 PM
The youtube video is what i followed for proportions, and i'm gonna follow the devinatart one for highpoly and colors.
Tarik2d
07-07-2010, 06:19 PM
that is such a great cartoon, shame they dont make more like that.
Well, you seem rather unprepared for this. What you should be doing is gathering ALL the best reference and put it all in one folder or even make a collage with them. That is what i expected you to post.
Then, i really hope that you are not taking this mesh into zbrush and making your high from that. if you ask me, and this is just my 2 cents. Done research, do your own drawings of your interpretation of deadpool. Do a basemesh ( ALL QUADS ), of all your character parts, props, whatever. Take that into zbrush. Model it, have fun. And then finally do the low poly.
What is going to happen now is you will start from this mesh, i suppose. Or build a base mesh using your current mesh as a guide. And take it to zbrush, change proportions. Then when is time to cast fight your low poly to fit your high poly. Just thinking about this gives me a serious headace. lol.
Nevertheless, deadpool is my second favorite marvel character ( spiderman 1st! ) So im looking forward for the outcome.
Also, you may wanna look over at the comicconchallenge. And just peak around and see how people did their models to have a little more guidance and inspiration to build yours. I think someone made deadpool.
Cordero
08-07-2010, 06:34 AM
Hey Raul! Thanks for the reply man!
Yes i should have gather more references as you said! But when i found the youtube video, i found the proportions, and the style of that character very entertaining, so i decided to go with those proportions. I also found another deadpool drawing, which i found useful for colors, and sculpting. One thing i should have gathered more reference is his equipment.
I need to practice drawing anyway, so i'll try to make something up after I've done more research!
About the work flow. I thought this way, how i'm doing it right now is also a possible way to make characters. (lowpoly first, then zbrush, then export lowest sub lvl in zbrush, unwrap it, export it back, and bake normal map without a problem) Since i found it ridiculous to add one more "technical" step to the already over complicated work flow.
If retopology is the only way of doing this, i'll do that of course.
I'll try not to disappoint you, if he is your second favorite!:D
Cordero
08-07-2010, 04:21 PM
well, at least I tried ... :D
...sighs...lol...well its a start!
RodFlanders11
08-07-2010, 05:36 PM
Consider me interested! Looking foward to the rigging especially.
Cordero
08-07-2010, 05:46 PM
Raul: weelll it was not a coincidence that I didn't draw a thing:D I found more picture of deadpool, and your suggestion was indeed very helpful: now i have some more ideas to work from.
For example, i decided to make a next gen gun. or two... or maybe three:D for this character.
A barrett 50 cal (or what:D) two beretta, and a couple of combat knifes. Aaand maybe a rocket launcher. Another new idea is to make the guns extra large, and the characters arms and legs extra thin. I think it will look funny!:D
RodFlanders11: Cool!
I'm gonna have to practice drawing. but now, i just want to model this guy already!:D
Cordero
09-07-2010, 08:33 AM
Haha, thats right!
I was thinking about a weapon like this:) (fallout 1,2 rocks by the way)
i'm off doing my challenge entry, i'm gonna continue Deadpool after that!
Cordero
16-07-2010, 07:06 PM
The challenge is over, so now i'm here.
There is a cool high poly knife tutorial on cgtuts, and after watching that, i decided that its not looking hard at all, so i'll do my stuff this way, to see how that goes.
So I started with the highpoly knife, which is not my usual approach to these thing, since usually i do the lowpoly first, but yeah.. Raul may be right, and I should do this reverse thing :D At least give it a try...
So there will be a knife, a sword, two berettas, an M4A1, and a rocket launcher like on the picture above. Armed and dangerous that what Deadpool is.
It may be a bit overkill, giving him so many weapons, but i have to do those stuff anyway, since i haven't done any serious next gen weapon in a while..
The knife is pretty simple now, but i think its more professional this way. I might need to add some more little detail to it i think.
What do you guys think?
Tarik2d
16-07-2010, 07:13 PM
Cool knife. looking forward to more updates
Cordero
16-07-2010, 10:28 PM
Thanks Tarik!
I think this handler is better. Gonna do the low poly now. (since every weapon will have its own texture)
I think its better to do the whole workflow from start to finish, and then start the next weapon. So after the LP, i'm gonna bake, and texture!
Cordero
17-07-2010, 06:23 PM
Sucking the same banana as everyone who is new to baking normals and stuff in max.
The floating geometry looks good if i don't flip the channel (looks just like on the highpoly) but everything else has black edges to it, if don't flip. (this is the flipped version posted here)
There is that black shading on the blade near the tip.
And the handle has this ugly black stuff... i guess i need to divide it, because there are not enough polys there.
Its 754 tris by the way. Those spikes suck up some.
cant really help without you posting your wires. are you using a real time shader? o rjust a regular max shader on this? Shouldnt need to flip anything if you re in max.
Cordero
17-07-2010, 09:46 PM
Yeah, i shouldn't. All i'm saying, is if i flip, some of the elements becomes correct, and some becomes incorrect.
wire!
Maybe not the best way handling those spikes, but its not causing any problem as far as i can tell.
I do you use a shader. The Xoliulshader.
Cordero
18-07-2010, 09:34 PM
started on the beretta.
Getting better at this high poly modeling stuff... there are many details missing now, and also i need to do the other side, since as far as i know most of this little buttons and stuff isn't there on the other side.
any ideas crits with the knife? or should i move on to texturing?
Tarik2d
20-07-2010, 08:40 PM
the knife is looking better and te gun is nice, mabe a bit thin round the trigger bit, but overall good :)
Cordero
20-07-2010, 08:44 PM
Thanks Tarik!
Now you say it, it is really thin! I'm gonna fix that, and finish the highpoly of this beretta, and jump back to the texturing of the knife.
Sorry for the lack of updates guys but i was doing another picture!
http://forums.3dtotal.com/showthread.php?t=77499
this one! feel free to comment!
Cordero
21-07-2010, 04:49 PM
results of the movie challenge came out :D no good for me this month... :D
after leaving my depression over it behind, finished the highpoly for the beretta.
crits are welcome!
moving back to the knife to attempt the texturing on that one.
Krallis
21-07-2010, 04:54 PM
Wireframe please.
Cordero
21-07-2010, 04:55 PM
i would gladly post a wireframe, but i don't really see the point in posting one since its just a highpoly model, and the topology doesn't matter at all :D but okay gonna post one
Cordero
21-07-2010, 04:58 PM
this is the base wire. i just apply a turbosmooth modifier, and thats it.
Krallis
21-07-2010, 05:00 PM
Looks okay apart fropm these some weird pinching and stretching around the top of the grip.
Christian86
21-07-2010, 05:37 PM
Nice Beretta. How many Tris are these?
Cordero
21-07-2010, 05:44 PM
Thanks Christian86!
This is not the low poly version of the beretta, so the triangle count is not final. Since i'm gonna use this highpoly version of the beretta to use it for normal map baking.
I'm gonna do the lowpoly version of this beretta, and then i'm gonna post the tri count!
The final beretta should be around 1k - 2k tris i think... i'm not sure how much.
Christian86
21-07-2010, 05:55 PM
Thanks for info : )
I recently did a Beretta myself and it has 4000 Tris : /
Would be interesting to compare what is possible with 1k-2k and with 4k. But I let me say, I not into lowpoly modeling. When you post your lowpoly and I forget to check and comment, feel free to pm me : )
Cordero
21-07-2010, 09:52 PM
Christian86 4k is cool, depends really on what you want to fake, and what you want geometry for.. i think i'm gonna go for faking most of the stuff, since its not the main part of the character..
its 2194 tris at the moment, which can be decreased to 2k, with the tweaking of the other side. (and removing giant triangles :D:D)
The character is 3,372 tris, so with the double baretta, i'm sitting at 7,372 tris. The knife is 942, so the final number for now would be 8315 tris.
A samurai sword, and an m4a1 left. And maybe a rocket launcher.
Gonna rest this modeling thing for a while, i'm really gonna start with the texturing of the knife.
Cordero
22-07-2010, 06:22 AM
I don't know if there is anything else should be done on this knife. please let me know if you have any suggestions!
I'm gonna jump back to my beretta again, and fix that horrible lowpoly mesh :)
Perversonality
22-07-2010, 08:58 AM
Going back to your Deadpool model, the upper body looks fine, but I think the problem is that the hips are a bit too small and the legs need to be more muscular and need to be a more realistic shape in terms of where the muscles are. If you sort that out then it should rock
Cordero
22-07-2010, 11:04 AM
Thanks for the tip! I'll fix / look in to those problems asap!
Cordero
23-07-2010, 08:14 AM
You were right, the leg and the hip needed some work. so the hip is larger, the leg is longer, and i tweaked the shape of the leg.
The butt area needs some work now!
What do you think?
Cordero
23-07-2010, 09:07 AM
Not sure, what to change on this knife. This is a screenshot from 3dsmax viewport, using xoliul shader, with 3 omni lights.
Cordero
29-07-2010, 02:55 PM
My lowpoly beretta :D its so much better then my previous tries... I entered the armageddon challenge back then in december if i remember correctly, and the beretta i did there was way worse then this.
Its ao+normal on the lowpoly, which is 1,955 tris. There are some problems on the other side of the model which should be fixed, and there are some weird black cuts in the ao, and problems with the normal map now.
But i'm pretty happy how it looks so far!
Any crits?
this gun looks great. the creases and seperations look very realistic. R u going to normal map the hand grip or just paint it on as a texture?
Cordero
29-07-2010, 05:38 PM
Thanks! :D
Actually, i kind of forgot those little details on the grip, but i think it'll be easier to just add details to the normal map in photoshop, so i'm gonna do that.
Since i'll have to bake the normal map again, i won't add the details now. I'll put those on when the bake is final.
Thanks for the reminder :D
Zlatovous
29-07-2010, 05:47 PM
Nice gun, but if I may, I will do some overpaint for you. Only minor things, but it's good to take care of them.
I will be back in an hour, need break :-)
Cordero
29-07-2010, 06:05 PM
Minor things are the best! Go ahead ;)
Zlatovous
29-07-2010, 06:37 PM
Here it is. It's quick overpaint and if you could supply bigger image, I could help you out better :-) But definitely get rid of all ngons, just to be sure, can give you smoothing errors and they also doesn't look well. Next, get rid of the edge doing nothing on the grip. You can save a lot of tris. The cylindrical parts could be made with less polys as well, leaving more work on the normal maps - and noone will ever notice the difference. I think it could be pushed 100-400 tris down, depending what you are willing to sacrifice :-)
Hope it helps :-) And also, you don't have to re-unwrap. You can fix most of the topology thinks just using connect/cut/remove tools directly on your mesh and UV won't be damaged at all. Just stay away from weld/target weld and you can do whatever you want
Cordero
29-07-2010, 06:42 PM
Cool! You are right. Gonna look in to those areas asap.
Cordero
29-07-2010, 07:20 PM
I think i'm gonna modify the uvw layout aswell to fix some symmetry errors! But yeah its already down by 100 tris.
Cordero
30-07-2010, 09:00 AM
Here it is.
I think its final, since this model is getting on my nerves now:D
Its 1,744 tris, ao+normal.
I'm gonna start texturing it :)
Cordero
30-07-2010, 10:25 AM
Getting started!
I've got a base texture done so far. I'm gonna need to add some details to the normal map, aand some damage on the pistol.
I used the diffuse map in spec map slot for the snapshot.
Cordero
30-07-2010, 05:30 PM
diffuse+normal+spec!
I guess this is rather final.. I made some mistakes with the Lowpoly model, and the bake which i couldn't fix now.. But i'm very happy since this is my first current gen weapon model.
A little more attention to every step of the workflow, and i think i could make a decent weapon.
Cordero
10-08-2010, 07:05 AM
Back from holiday!
I started working on the m4a1. I spent 4-6 hours on it so far.. Could be faster, but i'm happy how it looks at this stage. There is a lot to do on the high poly but its starting to take shape.
Looking back at the beretta, i'l probably rebake the normal map, since it has some weird cracks where it should look nice and clean.
And i also decided to left the rocket launcher out from this project, since will never finish with Deadpool if i keep this tempo up :D
hope you like it! Crits are most welcome
Cordero
10-08-2010, 09:43 AM
some progress
Cordero
10-08-2010, 07:57 PM
Small update!
I'm about to start the little details, since the overall shape is pretty much done. I'm pretty satisfied so far, but i think its just decent now.. it should be more like in the awesome category :D sooo i'm gonna rework things, add detail and stuff, see if i can get any better then a cs: source quality m4a1.
Christian86
10-08-2010, 09:45 PM
How do you model?
Do you use blueprints or an actual real scale model, like or softair? Do you measure it or do you just model "by eye".
I really like that m4 : )
Cordero
10-08-2010, 10:03 PM
I googled a picture of this gun ( http://sf.gate.vn/Images/Editor/image/10052010/03.jpg ) and i use it for background image in 3dsmax viewport. That gives a basic proportion for the whole weapon. (but there is a slight perspective distortion on the photo, so you need to calculate that in)
And of course lot of images for the close up details, and for the other side of the gun. (one sideview image is never enough for a good detailed model)
I'm trying to match the reality as close as possible, so eye guessing doesn't really play a role for this project.
But yeah, the best way would be having a replica in my hand :D it would be so much easier to make this better!
Cordero
11-08-2010, 07:11 PM
Decided to mix it up a little bit.
Some fixing on the overall shapes should be done, but other then that, its close to the final shape.
I'm gonna check the whole gun close up, and add as many details from real life photos as possible.
hope you like it!
Cordero
11-08-2010, 11:03 PM
bluish tint for fun! added some stuff. this is the final high poly version.
whoah! looking clean! Tho, i wonder, why do i always have to be the one to ask for wires? yes..what can i say i like to look at how other people aproach their modeling.
So these guns, they are for your deathpool guy? oh man...ill already will tell u that the guns problably look better than the charater. You are gonna have a lot of work to do to bring all the entire character to the same level of quality.
Also, on the textures for the gun, its looking like a huge wash. dont just put in scratches n such. paint in highligths ( sligthly ) to make the details of the gun pop. And then work the specular.
Cordero
12-08-2010, 07:21 AM
Thanks Raul!
I think i'm gonna review that beretta, and the hunting knife before moving on with the m4.
I also hope, that you are wrong, and i'll manage to make the character the same quality as the guns.
I was wondering: This high poly modeling seems to me a lot easier then modeling a character. Is that a general rule, or maybe i'm trying to push the wrong department?:P
I think i'll test how far i can go with this high poly stuff later on next month. (Linc's bike was pretty detailed, i don't think that after modeling a whole bike, there are things that couldn't be modeled)
little break, i'm gonna work on the skater which i'm doing on the other thread.
edit: oops, i forgot the wires :D
Christian86
12-08-2010, 11:15 AM
Honestly... Stop making aaaaall the models I wanted to do ^^
I really like your work though : )
Cordero
17-08-2010, 07:30 PM
Thanks! I'm really glad you like it!
Started on the low poly. Its 4.5 k now. I think that the top i'll manage to cut it down is like 3.5-4k..
Cordero
17-08-2010, 08:58 PM
3871.. i don't think i can/should go any lower
characters are cool, everyone wants to do them. Tho, hardly anyone is good at them. You see badass characters on the top heading of 3d total and other websites, but if you pay attention is always the same guys. And normally, they are ****ing good!! So doing props, and another kind of modeling is always more relaxed and easier. You dont have the whole world jumping your case. Also, if i was to do a character now, i wouldnt stick it on my folio. Even if it came out so so, because then i may throw off an employer with all my good props, and then out of the blue they see a character. That is just something i concluded a long time ago when i was wondering why i couldnt find job as a modeler. Just my 2 cents really. Pleople should do what makes them happy! :)
About your low poly, i cant really say it looks good, yet. As you have not baked the normals yet. If anything, i would say that u may want to add a few tris here and there to help out the silhouette right now it just really looks like a low poly. Once you get the normal map in there you will start seeing where you need to add or subtract.
Tho, so far it looks pretty good, i think it should be hard to get it done.
Cordero
30-08-2010, 03:14 PM
Thanks for the tips Raul! I guess you are right. Its way too easy to make props compared to full characters. I'll only add the ones to my portfolio, which one gets plugged :D
Well, i started unwrapping the gun, but somehow i got really frustrated, so instead i made a shield based on a concept found with google.
I'm planning to do all the weapons i have concept of, because i find this low poly stuff the best way to practice texturing.
Its 378 tris, and has a 256*256 diffuse map to it.
The screenshot were taken in "flattened" view, where there is no shading because of the smoothing group.
I heard that some games handles smoothing group differences by not welding the verticles along the different smoothing groups, and that way making it "crack". And because of that, the verticle count goes up, which will slow the game down.
Is that correct? Should i use one smoothing group? And if yes, how do i prevent big angles from making an ugly black shade on my model?
Anyway, i call this shield done, it took me like a 5-7 hours. I'll be more true to the concept next time, and fill the uvw space even more. (i might need to start learning bodypaint or something..) And give the textures more time.
Crits are welcome!
pangahas
30-08-2010, 04:01 PM
Really inspiring stuff you guys are doing..I have lots of learning and catching up to do.hehe
Cordero
01-09-2010, 07:56 AM
Thanks! :D
I really love these kind of models. I'll probably do more of them in the future. But now i'm gonna go back making the Mafia guy :D
376 tris, and 512*128 texture. only diffuse.
Cordero
03-09-2010, 08:58 PM
totally addicted... can't stop making these stuff
I feel that the last gun i created could be better, but i screwed up the psd file big time, so its easier to just make another one, and continue improving.
the shield is 522 tris, with a 512*512 diffuse map
the gun (with green stuff on the top) is 572 tris, with a 512*256 diffuse map.
Krallis
03-09-2010, 09:04 PM
Try modelling from a real object, the textures could also use some work.
Thsi tutorial is mostly about metal, but the techniques could be applied to anything.
http://cg.tutsplus.com/articles/news/how-to-hand-paint-convincing-metal-textures/
I used it to help with the texture for my lightsaber.
Hope it helps :)
Cordero
03-09-2010, 09:20 PM
Thanks for the link! I think I saw this one, but couldn't hurt to watch it again.
I wanted to do some fantasy stuff, since reality kind of bores my these days :D You are right about the textures, I'll be pay more attention to them on the upcoming models.
Krallis
03-09-2010, 09:27 PM
I find it always helps to have a HUGE library of PS Brushes. With lots of different shapes and sizes and spatters etc,
(if your using PS that is)
If you are, then this library might help
http://www.psbrushes.net/grunge_01.php
Thought id show you this shield, might help inspire you or it might not, cant hurt to try :)
http://www.tesnexus.com/downloads/images/14020-1-1195976920.jpg
Zlatovous
03-09-2010, 09:34 PM
I am lolling :-) The textures are great as they are - I bet Cordero went for the WoWish/comixed look on purpose
Anyway, those are amazing Cordero. No wonder you are addicted, I am also tempted to try some of these :-) If only I had more time...
I have one question - how do you achieve texture size of 512x256 (or 256x128/1024x512)? Do you just use half of the texture space and crop it in Photoshop or do you render it out in some special way? When I use XNormal or 3D max with those resolution size, it gives me stretched result on one axis.
Cordero
03-09-2010, 09:48 PM
oh its so cool you asked this :D coz now I can finally talk about it :D
the way I do it is that i create a blank white jpg file in a ratio I want (say 512*256) then when I have that, I select the UVW modifier on the object, go to EDIT. In the edit window, in the upper right corner there is a roll out thingy next to an UV button. There you select pick texture, and select Bitmap as the type. Now you browse to your blank white jpg file, which then you select.
After this, you go to Options / Preferences (still in the Edit window) and there you "uncheck" Use Custom Bitmap Size. And then, your uvw window crops down to the resolution you set.
But be warned: when you resize the uvw space, all of the uvw chunks will stretch out as well. So if you set 512*256 map, then all the uvw chunks will be twice as wide as they were. In order to get them back to normal, you just need to rescale them in the axis your map is stretched, until they look right again.
Its hard at all, and the end result is awesome. A huge amount of texture space spared with long object like guns and stuff.
If something is not clear, I could explain it more detailed :D
edit: yeah i actually was trying to achieve wow style again:D i'm gonna attach a quick (and ugly) picture of a draenei wielding the shield :D it could be "faked" there better.. but i just wanted to see how it looks :D
Zlatovous
03-09-2010, 10:00 PM
Awesome, will try that :-)
It looks nice on the Dreanai. It may sound dumb, but how did you got it in-game? Or is there some WoW development kit like Unreal has?
Cordero
03-09-2010, 10:04 PM
Its photoshoped there.
Like a year ago, it was possible to import custom models in the game. I don't really read those forums these days where they explained how its done, but as far as I know there was a toolkit which converted obj files to .m2 files, which was the model type used by wow. After that, you just needed to switch one of the models with your own. (and also convert your texture to a .blp file which was the texture type used by wow back then)
Zlatovous
03-09-2010, 10:17 PM
I am blind, my bad :-)
Was just curious. I lately saw some nice machinima videos from WoW and some of the passages seemed too complicated to be just recorded in-game or stitched together with post-production. I guess I will look into it
Cordero
04-09-2010, 12:04 AM
Oh man :D I got it figured out:D
My very first model in a live game :D Its actually LIVE coz I swamped the dwarf hunter's starting weapon with my own gun, which I posted earlier, and now it works on a live realm.
He grabs the gun at a wrong point now, but it WORKS :D And its actually doesn't look that different from the environment :D
I guess its ON topic, since its a realtime model in a realtime game :D
I can't wait to model some kickass daggers for my character :D
Zlatovous
04-09-2010, 12:12 AM
Haha dude! :-D Amazing :-) So it's on original Blizzard owned realm? Don't know what live means...
Don't forget to post more pictures :-)
Also thanks, I was about to go sleep, but you gave me some energy to continue further :-)
Cordero
04-09-2010, 12:21 AM
Yeah, its an original Blizzard realm. I created a character on my account, and this thing works :D
Its client sided, so it means others around me see the original model made by blizzard. It only shows for me that way :D
BUT it still is awesome :D
I'm working on to get the draenei shield in game aswell :D
edit: anytime :D I wont go to sleep either for some time now i think :D i'm so excited
Cordero
04-09-2010, 12:44 AM
apparently there are multiple type of models in the game, and I can only switch one of them, so I can't switch the shield yet.
But I imported the other gun I have :D
Sadly, non of the guns are in the right shape for the character to hold it correctly.
I hope I wont get banned :D
Zlatovous
04-09-2010, 12:54 AM
The green gun looks great, it seems like it fit correctly into his hands. Also the design is quite fresh, looks like something gnomes would made :-) So watch out so it doesn't explode in your hands!
Cordero
04-09-2010, 01:02 AM
Yeah very gnomish stuff :D
I thought all along that the draenei shield looks best out of all i've made so far.
AAAND the in game screenshots says the same :D
the errors on the shields is caused by the unwelded vertexes along the mirror axis. soo its easy to fix :D
Cordero
07-09-2010, 10:02 AM
Thanks Raul!
Its so fun to see these models in action.. I just can't stop making them :D
514 tris, and 512*256 diffuse map.
Cordero
08-09-2010, 12:10 PM
An axe.
I imported this one too of course, but I'll just upload the view port shots.
Buzzy
08-09-2010, 12:56 PM
Hey man, these look great! I love the in-game shots. They really match the style surprisingly well and don't look out of place at all. Good job!!
Cordero
09-09-2010, 09:46 AM
Thanks! I really like your work, so its most cool that you like these!
This is the last one :D for now...
I'm gonna finish off the mafia guy, since he has been on the shelf for like a week and a half..
540 tris, 512*256 diffuse texture.
Based on warhammer concept.
Anyone has a way to see how much % of the map space you use on the uvw layout? I should improve how I lay out my uvw maps, and a way to check how much space I use from the space given would be a great help.
Cordero
26-09-2010, 11:33 PM
Practicing next gen heads.
I tried to copy a famous actor, I hope you can guess who it is! :D
Zlatovous can't guess, because he already knows who I tried to copy... :D
its 1998 tris, with diffuse + normal on it. I also used the diffuse map in the spec slot with half strength.
I'll have to remake the ears on the high poly, because they are terrible. And I also need to learn how to add details to human heads in zbrush, since those would bring the head to life.
Any crit, and comments are welcome.
edit: its pretty obvious, but I didn't used any photo source for the texturing.
Cordero
27-09-2010, 08:42 AM
same head, more work :)
added a close up... since I'm using 1024*1024 textures, I can't really put some detail in there which I'd like to, but if this were a part of a character which has 2048*2048 texture to it, I wouldn't be able to give the head more texture space anyway, so this is what I have to work with.
Or go with 4096 texture size, and then I could give the head 2k*2k space.
I'm gonna move back to the high poly now, adding some wrinkles, and hopefuly fixing the ear.
Novian
27-09-2010, 12:08 PM
Cordero: I think you have done a nice job re-creating Mr. Jason Statham. I think once you fix the ear, check out his nose and his brow. The nose should be a bit more round from the front and he has a very strong/pronounced brow. A bit of a trademark.
All in all well done. It won't be long before he can start transporting things, no questions asked. ;)
Cheers~
Perversonality
27-09-2010, 01:43 PM
Nice poly flow, though you have a few triangles there (not that it matters!). It also looks like you could get better definition on the ear as you have enough polys in there already to get a better/more defined shape to the inner ear
Cordero
27-09-2010, 03:06 PM
Novian: Thanks! Yeah thats him :D I'll look in to the problems you mentioned, it seems you are right!
Perversonality: Thanks! I'll have to sculpt the highpoly right, and then I'll match up the polys I put there in the ear area.
Small update. Somehow the perspective was acting rather orthographical on the previous screenshots, but its working now :D A bit more "tired" direction with this. I'll have to add wrinkles and check out why isn't it looking like a projected photograph.
Cordero
30-09-2010, 08:38 AM
Statham is taking a break :)
Here is the high poly version of the dwarf characcter I'm working on. Its based on a concept I found on one of the warhammer sites. I modified it a tiny bit here and there.
He is gonna have a mace, and a "glass" which you put beer into :D
I might modify the shoulder armors but not sure. I'm not really confident with how it looks just yet, I need to find something out.
Crits are welcome.
Cordero
30-09-2010, 02:03 PM
Getting close to the final version. I want to spend more time on the highpoly, so it may change a little.
Cordero
22-10-2010, 07:30 PM
Based on this excellent concept (http://forums.3dtotal.com/showthread.php?t=79189) I made a low poly model of Leo. It has a 1024*1024 texture to it, and the model is made of 2491 tris. There is a sword, and a "staff" too, I'll show them later.
The dog is a wip too, its 1004 tris, and has a 512*512 diffuse map to it.
Tell me what you think!
edit: the seams will be fixed later on :D
Looks like somebody has been busy! :) Looking good man! Keep up the wood work!
On the leonardo character, check your uvs. I see a few distortions going on a number of places.
Warlock 279
23-10-2010, 09:21 PM
Your dwarf is looking pretty good, only thing grabbing my attention with him is the braided beard, you've done it symmetrically, generally a braid is offset, as one side weaves over the other. Otherwise, he's looking quite nice.
Leo's belt looks excellent, you've really got the hand painted look down for that. Are you just painting the lighting for that, or do you have some method? In any case, it looks really crisp and sharp, now you just need to get the rest looking that crisp. I think the legs look pretty good. The coat could use some tightening up yet, some smaller finer wrinkles. The wrap on the sword sheath needs some wrinkles in it as well. The head band could use some work, there's some noticeable stretching going on there. Overall its looking quite nice tho.
Dog looks really solid, no issues there, aside form the seams, which you said you'd correct later. Well, I take that back, you could give a little shine to the eyes so they stand out, right now I'm not sure even has eyes. Otherwise tho, its looking really good.
Keep it up, you've improved a lot.
Cordero
23-10-2010, 09:35 PM
Raul: Thanks man! I'll look in to those problems.
Warlock 279: First of all thanks for the reply! :D You are right about the beard, I've overlooked that detail. I'll fix that when I get back to that character.
Leo's belt is all hand painted yes. By the term hand painted I mean lots of blending effects, and painting stuff with mouse :D
I've tried to make the base lightning of the texture using bake to texture, but I didn't like the results, and I felt like I have less control over where light goes and where doesn't. So I'm basically putting white where I want highlight, and set the opacity right.
You are also right about the details you mentioned, and the stretching. I'll get back to those, and make them better.
I just needed to fresh my eyes, so I started another character... and now that I know there is new challenges, I'm doing a chest piece :D But eventually, I'm gonna get back to Leo, and make him better.
Leo was blind, so I thought I would make the dog blind too :D (not that they are related :D) There is some red beneath the eye, which should represent the dried up blood, which was bled when the eyes were removed.
See he is a guard dog, and because he is blind, he basically scared all the time. Scared = kills everything he hears = best guard dog EVAR :D
Thanks for the tips!
Cordero
28-10-2010, 07:06 AM
I found a great concept on the DW site, and I decided to make it in 3d.
The concept is made by Svetoslav Petrov, and here is his entry. (http://www.gameartisans.org/contests/dw/4/view_entries/finals_2_20838.html)
I hope he doesn't mind me making this :D
Flattened screenshot from 3dsmax viewport. Haven't done really much texturing so far, just laying out the colors and stuff.
2364 tris, wires later!
Cordero
28-10-2010, 10:47 AM
I need to figure out a leather + metal "alloy", but here is what I have so far.
Cordero
29-10-2010, 03:35 PM
struggling a bit, but eventually I'll figure something out :D
Cordero
30-10-2010, 05:33 PM
if anyone has ideas on what to change, lets hear it! :D
I'll add some stuff to the belt as it is one the concept.
Krallis
30-10-2010, 05:41 PM
You might want to put more tribal detailing on him.
Because at the moment the tribal decal clashes wildly with it at the moment.
maybe you could dull it down or make it a bit dirty or put more on so it looks a bit more harmonized.
Cordero
31-10-2010, 07:24 AM
Krallis: thanks for the tips, I made the changes.
I think this is the final version for now, I'll get back to this later on, add some loops and stuff for rigging.
What do you think?
edit: seams will be fixed later on
Tarik2d
31-10-2010, 07:15 PM
looking good, I like the head and how the shoulders are higher :) good work, keep it up
Krallis
31-10-2010, 08:34 PM
Looks cool :)
Cordero
31-10-2010, 09:16 PM
Tarik2d: Thanks! I'm glad you like it ;)
Krallis: Thanks!
Cordero
10-12-2010, 04:38 PM
Long time no update. Been busy with portfolio, and dominance war. Finally, a new project! My intention with this character is to check how good/bad I'm with anatomy, and texturing skin.
I enjoyed making the chest for the dominance war a lot, so following that joy, I started this spartan soldier :D
Sorry for the quality of the screenshots. Leave a reply, and crit if u can ;)
edit: the reason for the lack of tiny details is because I like to add them later on to the normal map. And also, breaking the symmetry awaits: scars, and abs modification aswell. (+ folding of the cape)
Tarik2d
10-12-2010, 05:28 PM
Looking good, I like it with all the armour etc on. Are his legs a bit thin, just a thought, also that spear looks quite long. Overall, very good :)
Cordero
10-12-2010, 09:20 PM
Thanks Tarik! Leg does seems a bit thing, will fix that.
I found info on wikipedia that the spear should be 2.1 - 2.7 meter. which is about 84 inch. My character is about 180cm (1.8m) so the spear length is about right.
paulius-st
11-12-2010, 12:33 AM
nice character. but it has issues with anatomy. hands are too big, upper legs are way too muscular for that size man, and ofcourse muscle definition looks off. try to use some reference images to help laying forms. good lluck on this one. :)
Cordero
11-12-2010, 11:23 PM
Thanks for the reply!
I used many references for the whole body. Multiple angles, and different persons. Could you be more specific, why is the muscle definition looks off?
About the legs: If you look up some body builders (not the huge ones :D) you will see that my character would be considered as a weak dude among them. But of course, he is a spartan, so he didn't have creatine and steroids :D But still, they were pretty badass, and trained from childhood, so they did get big.
But you are right, something is bothering me too. I realized already he doesnt have "enough" neck, so I edited that.
Will be back with some fixes.
Cordero
13-12-2010, 10:28 AM
I've been working on the anatomy.
Let me know what you think.
edit: I scaled the head up, because it was a bit small.
ParanoidDomo
13-12-2010, 11:40 AM
Looking pretty good, just a few crits. I think you should make the top of the upperarm muscle a little larger, right now it looks a bit flattened compared to the rest of the arm. I also think in general you should define the muscles a bit more and add some veigns to have more detail.
Other then that, its looking pretty good! Hope you can do something with my crits :)
Cordero
13-12-2010, 06:52 PM
ParanoidDomo: Thanks! I defined the muscles a bit more as u said, and it worked out. veins, pores and all that will be added later on during the texturing stage (I'll add it to the normal map in photoshop) but thanks for the tip anyway ;)
Here goes the update. Hope to hear what u think!
Krallis
13-12-2010, 07:22 PM
Something looks maorly off around the hips.
On your model the iliac crests of the pelvis look like theyre getting sucked in, they should stick out, if at all.
The lowest pair of abbs look like theyre coming to too sharp a point too quickly.
http://www.luxfitness.com/Figures/muscles_of_the_abdomen.jpg
Zlatovous
13-12-2010, 07:23 PM
You and your silly froggy spartan.
I like his face and the rest of it aswell.. Maybe smooth the 6-pack more
ParanoidDomo
13-12-2010, 07:59 PM
hey good job! The part now to finish it is to make add some details on the abs. Here is an example:
http://img442.imageshack.us/img442/4576/absexample.jpg
hope you can do something with this!
Cordero
13-12-2010, 09:03 PM
Krallis: You are right, I'll fix that.
Zlatovous: :D He needs some smoothing for sure..:D
ParanoidDomo: Great reference, thanks!
Cordero
14-12-2010, 12:58 AM
I changed my mind, and I started adding veins. Also defined the abs further, and added some scars.
Let me know what u think.
The muscles came out very nice. I'm not good with anatomy but everything looks pretty proportioned to me. The scars seem like a nice base to start from but not finished. The feet look unfinished as well. The veins look good.
ParanoidDomo
14-12-2010, 09:31 PM
hey great update man, I really like your work! Can't wait to see it with textures!
Cordero
15-12-2010, 09:03 AM
E4sY: Thanks! I have fixed the feets, and the scars will be fixed soon aswell
ParanoidDomo: Thanks!
More updates are up in the link below. I'll continue post work there.
http://forums.3dtotal.com/showthread.php?t=80492
Cordero
28-12-2010, 09:35 PM
Spartan is not dead! I'm gonna finish him for sure. I just needed some break from real stuff, so here goes the revisited spectacular spiderman! based on the new cartoon which can be watched on youtube. Really cool stuff, I liked all episodes!
So here is the wip of my tribute to Sean "Cheeks" Galloway, and to the new spiderman series!
Crits and all that are welcome!
edit: 2052 tris, normal + diffuse (1024*1024), I'm workin on the webing of the outfit.
ParanoidDomo
28-12-2010, 09:40 PM
awesome stuff dude! The only crit I have is that the knees from the low poly model are different then the high poly version. Everything else is looking great!
Are you going to throw a specular map on it?
Cordero
28-12-2010, 09:45 PM
yeah, totally gonna make spec map. I think some interesting effects can be done with all the web going on the outfit. I'm really glad that you like it! Thanks
Cordero
30-12-2010, 12:53 PM
hey guys and gals!
I had the wonderful idea to make a speed lowpoly "challenge"!:D So I asked my "I'm in for everything" friend Zlatovous, and he joined :) So the thing was basically doing something next gen under 12 hours.
Thats not too "speed", but we had no real starting point on how to settle the amount of time given. He made a starwars helmet, the one the white armored dudes wear :D I'm sure he will post it up soon.
The reason I told u this, is because next time we do stuff like this, we will announce it here in the realtime section, and if anyone wants to join, he/she is more than welcome!!
I made this guy, based on the upcoming fallout online game concept I found. I was expecting a lot worse final result than this. Of course, there are many bugs, ugly uvw layout, unfinished highpoly parts, but I made it to the final result under 12 hours, and that was the main goal :D
I don't think this type of challenge is good for practicing sculpting, uvw, retopology, or any of that part of the workflow, but more likely the workflow itself, and what comes after what, and how you can be more accurate, and dynamic during a given period of time.
I'm over explaining everything again :D Nevermind, I have some slight update on spidey aswell. Added specular for the webbing going on the suite, and also added some texutures and highlights.
Spidey - 2052 triangles, 1k*1k diffuse + normal + specular
Fallout dude - 3216 triangles, 2k*2k diffuse + normal
Hope u like them!:D
rocneasta
30-12-2010, 01:21 PM
i adore overexplainers :)
btw is the backpack modeled or just done via normal/displace texture?
Cordero
30-12-2010, 01:39 PM
I sculpted the highpoly backpack, and then baked a normal for the lowpoly. The realtime mesh for the bag has some extruded places where the packs are, this way it has the silhouette aswell as the normal details.
I can't show you the backpack coz it has a really big issue with it, which I had no time to fix.
I think this character was a bit too much for me to make under 12 hours. I had to skip too many things during the making. But I guess its okay for the first try :D But defo worth it, coz many mistakes were revealed in my workflow. I expect the same effect from the next speed lowpoly :D
paulius-st
30-12-2010, 02:20 PM
nice job on these character. this guy with bagpack looks goos . especialy for a speed work :)
i realy like this spiderman character. looks great. :) but didnt you make one some time ago??? or s it the same one? sory for not reading the full story or going back a page or two :) . too lazy for this. :)
Cordero
30-12-2010, 02:36 PM
hey! I'm glad u like them!
Yeah, I made one sometime back, I might have posted it in this thread. I found the basemesh a week ago, and I saw some potential in the proportions, so I modified it a little bit to my "nowadays" taste, and then made a new sculpt, and texture for it. So yeah, I used the old one's base. Its cool that you remember that :D
I think I'll rig this one, and make a scene like the one below. The image is not mine, its made by Sean Galloway. (http://cheeks-74.deviantart.com/gallery/)
Also, as far as I know, he designed the new Spectacular Spider-man look, which I basically made in 3d with some changes.
paulius-st
30-12-2010, 03:02 PM
i know this artist. hes one bad artist :) . well then we'll wait for your rigged character. and why not then animate it and do a short animation?? for just still image rendering i woud suggest you to use zbrush's transpose function. this would be less time consuming and with better results.
Cordero
31-12-2010, 04:12 PM
I have no real experience with animation, but its a good idea, I might give this one a try.
Spidey is all excited about the new year :D
Rig has some issues, but the topology is working well so far!
Hope you like it!
Happy new year everyone!:D
Cordero
02-01-2011, 10:02 PM
Here is the final scene I made for this character. I'll defo do an animation with him, I'm just not sure that its gonna happen now. I feel like doing another character in this style!
The chimney idea came from a spider-man image I saw not too long ago, and I used it.
Hope you like it!
Zlatovous
02-01-2011, 10:22 PM
Santa Spidey taking crap in your chimmey! What has been seen cannot been unseen...
Awesome stuff dude, except for his left hand (we discussed it), everything looks really great. I totally love that pose, the effects, the chimey... But goddamnit, make bigger render!
ParanoidDomo
02-01-2011, 10:38 PM
awesome dude! no crits to give :)
I'm still waiting for the Spartan! When will you update it?
Cordero
03-01-2011, 09:08 AM
Zlatovous: Thanks! :D I'll go for bigger render next time:D
ParanoidDomo: Thanks! I'm gonna do another character in this style, and then get back on the spartan. I'll probably finish him this week.
Cordero
08-02-2011, 05:20 PM
somehow my post disappeared... anyway, this is my version of shen from league of legends, great game its free, try it out.
First stage, trying to make a good silhouette.
Zlatovous
09-02-2011, 08:25 AM
Whoo! :-D Dude, you are developing some style, stick with it. I was bit unsure about the spidey, but here its working.
Everything looking fine, can't wait for more
Cordero
09-02-2011, 11:41 AM
thanks! when r u planning to come to msn btw?:D
These are the final proportions now, shot from a couple of angles.
hope u like it.. gonna fix some topology issues, and then move on to unwrap.
rocneasta
09-02-2011, 12:45 PM
knee and shoulder guards look a bit too bulgy, maybe flatten then a bit more, but overall i like the shape and proportions...
p.s. what happened to your posts and others, i think they got erased somehow - paulius wrote about a chimney, i commented also on the style and the hand position, but it's gone now...
Tarik2d
09-02-2011, 01:03 PM
yeah nice start :)
Cordero
09-02-2011, 05:00 PM
Tarik2d: Thanks!
rocneasta: Thanks, I'll check how they look a little bit flattened.
I guess they were posted on the thread I made for spec spiderman separately, in the finished CG section.
tsabszy
09-02-2011, 10:03 PM
i like the silhouette
wanna see it textured! i mean.. really!! i want excellent fine details, mate :D
ParanoidDomo
10-02-2011, 03:22 PM
I agree with Tsabszy! Show us the mad skills that you have :D
Cordero
10-02-2011, 05:20 PM
tsabszy: Thanks. Will do my best.. and beyond!
ParanoidDomo: hehe thanks :D
So here is the start (I gave him nightslayer shoulders from world of warcraft). I sculpted the leggings, which I like at the moment, and I wanted bake a normal map, and grab the green chanel of it as a diffuse map base. Thats what I get, and it looks really bad compared to the sculpt.
So should I retoplogize the leggings, and make it fit with the sculpt, and bake that way, or something else?
tsabszy
10-02-2011, 06:06 PM
nice start, i think that knee protector seems weird due to it's at the msot soft part of those pants. so i think you'll need to make the lower legs longer to make it more believable :)
and i would make those katanas wider a little bit and not only parallel sides but with a slight curved shape to make them more interesting. and wider blades will give you more space for details ;) (like a cool dragon enchased into the metal or something like that :D)
Cordero
11-02-2011, 09:29 AM
Good points. The knee pad does seems weird now that u mention it :D Gonna delete those then, coz I don't wanna modify the proportions.
I don't know why I thought katanas are this straight, but google images says otherwise, so I'm gonna have to make them curved.
I hate changing the geometry after uvw is done, but there is no choice :D
tsabszy
11-02-2011, 02:01 PM
well you could be right, coz i bet katana is curved but it was used by samurais and ninjato is straght which belongs to ninjas, but i ment even if you create a straight sword you can cheat just a little bit especially when it comes to chartoony character creating.
if you cheat a little bit and it makes the silhouette to look better noone would say it's wrong :P
Cordero
11-02-2011, 04:42 PM
how come u know this stuff?
ur a trained assassin I bet!
I'll curve it :dance:
washka
11-02-2011, 06:00 PM
how come u know this stuff?
ur a trained assassin I bet!
Chtt Cordero, don't said that too loud, that should remain secret!!!
tsabszy, your cover man... More training.
tsabszy
11-02-2011, 06:10 PM
damn i failed :D you blew my cover man.. you'd make a good assasin too then :D
besides that google is my friend and we had a project recently for that i had to create ninja characters :P
Cordero
12-02-2011, 08:57 AM
that explains a lot :D
Well, can anyone give me a link, or description to a good checker? Coz now it turns out that my model has texture stretching on some places, which I didn't notice with the black/white checker applied to it.
Which is really annoying coz this is not the first time I fix issues with the uvw layout after starting the texture process..
Zlatovous
12-02-2011, 09:34 AM
I am not a big fan of those WoW shoulder, I don't think they suit him (actually I don't think they suit anyone, they alwas looked to me like bra :-D ). Something similar to oiginal design would be cool, but don't be afraid to experiment
About the checker texture, at work I use something similar to this. The different colors helps to see stretching better, plus you can easily see if your mirroring is correct
Btw - those straight blades - I like them, they are interesting. Screw katanas!
http://www.pixelcg.com/blog/wp-content/uploads/2009/03/ash_uvgrid03.jpg
Cordero
12-02-2011, 09:40 AM
Thanks for the checker. Its totally homosexual but we will see if it does the job!
About the shoulders: I wanted to see if I can make them. Always liked those bras, and now I made them! Its was kind of a break thru feeling.. btw they are not finished!:D
Ninjato(s) are already have been promoted to katanas, and they like it :dance: :D
tsabszy
12-02-2011, 10:44 AM
just never use black and white checker :D it's stupid and you can't see a thing, coz selected model have white edges so you can't see a thing. i use to color them to dark green and a darker blue to see what i was doing, but recently i made a texture with two numbers placed inside the boxes to easily recognize mirroring..
i personally hate too colorful checkers coz they make your eyes confused and red and yellow colors btw are just the default colors you see when uv editing (yellow cage thingy and red polygon- , edge- , vertex selection :P)
but either try every checker you find and pick the one that suits for you or just make one for yourself with your own expectations :D
tsabszy
12-02-2011, 10:47 AM
btw changing the size of the checker with the tiling option in material editor always helps, coz depending on the size of the model and the units setup in your scene sometimes you must change to bigger or smaller size for the checker to see the stretching more clearly
ParanoidDomo
12-02-2011, 11:22 AM
just never use black and white checker :D it's stupid and you can't see a thing, coz selected model have white edges so you can't see a thing. i use to color them to dark green and a darker blue to see what i was doing, but recently i made a texture with two numbers placed inside the boxes to easily recognize mirroring..
i personally hate too colorful checkers coz they make your eyes confused and red and yellow colors btw are just the default colors you see when uv editing (yellow cage thingy and red polygon- , edge- , vertex selection :P)
but either try every checker you find and pick the one that suits for you or just make one for yourself with your own expectations :D
I have always had a problem with my checkers either... Yet still I don't know a fine way to use them. Could you please do me a favor and share your homemade checker pattern with me mate? :D
tsabszy
12-02-2011, 11:43 AM
of course mate! here it is but it's not special, these 2 colors that i've been using for years, but later i realized i need something to recognize mirroring so i put two easily recognizable numbers (which are easily recognizable if they are mirrored too)
i use this coz complex checkers were too confusing for me.. so i suggest you to find what you need :D
still feel free to use this one if you find it useful
tsabszy
12-02-2011, 11:48 AM
another little tip for uv making: always set your ambient color to a brighter color than black in 3dsmax so the shading of the model wont hide the darker parts. i personally don't like flat shading for uv making for organic models coz that way your eyes can't see the forms and sometimes think there's some stretching even when there isn't (so i rather use a bright ambient color)
Cordero
13-02-2011, 09:15 AM
tsabszy: yeah, never use black/white checker.. I figured :D wont do that again. I always use tiling in material editor, it makes it really easy to see wasssup. Thanks for the checker!:D
I work on the dude slowly, gonna show it after more things change.
ParanoidDomo
13-02-2011, 06:53 PM
of course mate! here it is but it's not special, these 2 colors that i've been using for years, but later i realized i need something to recognize mirroring so i put two easily recognizable numbers (which are easily recognizable if they are mirrored too)
i use this coz complex checkers were too confusing for me.. so i suggest you to find what you need :D
still feel free to use this one if you find it useful
Thanks alot mate! Really works alot better then the usual black and white pattern i used in max :D
tsabszy
13-02-2011, 06:59 PM
I work on the dude slowly, gonna show it after more things change.
cool, can't wait :D i'd like to see some texturegasm here
ParanoidDomo you're welcome but you can create your own one if you like and/or change the colors based on your expectations :P
Cordero
29-03-2011, 08:48 AM
long time no see!
its not a character, but I think it is finally worth showing to u.. my portfolio sux ballz at the moment, so I need a few pieces to make a new one.
Here is the first, starting with a Desert Eagle.. lemme know what you think before I move on to baking and stuff ;)
Cordero
29-03-2011, 08:50 AM
moar picz
lil DoF effect made in photoshop for the last one :D always wanted to do something like this
Zlatovous
29-03-2011, 09:23 AM
Fudge me, epic!
Easy with the white background, make it darker, it's hard to see all details
Go on dude, this is going to be great piece
rocneasta
29-03-2011, 09:54 AM
very clean indeed
Cordero
29-03-2011, 07:42 PM
Zlatovous: thanks! yeah, I kinda got hooked with this dreamlike effect, so I mad the renders that way. Probably gonna do it the other way around tho.
rocneasta: thanks!
moving on to lp then!
tsabszy
29-03-2011, 08:21 PM
awsome! wanna see textures m8 :)
ParanoidDomo
31-03-2011, 10:08 AM
I think you made a great start, but I have some points that I noticed and I think you should edit them :D
Here's a quick paintover, hope you can understand my points;
http://img130.imageshack.us/img130/592/deaglei.jpg
I know that there are some variations in the Desert Eagle, but most of them a pretty simular to eachother. Anyway I hope this helps and keep on the good/clean work! :D
Cordero
31-03-2011, 10:34 AM
thanks for the paint over, I'll fix some of those you mentioned!
I was not aiming for a 100% accuracy, and I think most ppl (99%) wont notice these differences unless checking a reference close up.
ParanoidDomo
31-03-2011, 11:21 AM
No problem :)
It depends on the level of detail i think, how close you are going to see it. If it's meant for a FPS game then its important to have the model correctly, if it'll be used in a 3rd person shooter then not.
Cordero
01-04-2011, 08:52 PM
ParanoidDomo: fixed some stuff, thanks for the feedback again ;)
So this is the lowpoly with normal + ao added to it.
screenshot from the viewport: 3point shader, 2 lights.
about 3200 triangles.. a bit too much, but it has interior! :D some issues are still there, but I think you got the picture :D (like the floating hammer at the back...)
hope you like it!
Cordero
03-04-2011, 07:58 PM
hey guyz!
let me know what you think of this (normal,spec,diffuse,gloss)
3point shader, screenshot from viewport
little baking error is still there, will be fixed!
tsabszy
03-04-2011, 09:48 PM
i know nothing about weapons and don't really know if it's a good idea to make your weapon look more used, but even if it's not you should still play more with the occlusion in diffuse/specular (in holes and on every forms) and maybe some abrasion at certain places..
that's my opinion
a little paintover, just to demonstrate what i would do with it. it's maybe too dramatic now if you don't wanna make it so used, but i hope it shows what i ment ;)
looks really good. I think the grip could be worked on some more.
Cordero
04-04-2011, 05:44 PM
tsabszy: thanks! I made some changes based on ur paint over
E4sY: thx! ur right about the grib, I'll fix it for sure
lil update, what do you think?
tsabszy
04-04-2011, 07:11 PM
looking great!! it was good already but i feel like it was worth the little tweaking :)
nice baking skills you have btw :P
Cordero
06-04-2011, 11:37 AM
tsabszy: Thanks man!
Here is the highpoly for the next gun I'm making, the Tokarev svt 40.
I'll probably fix the pinches on the normal map later on..
Zlatovous
06-04-2011, 02:07 PM
Jizzity! :dance:
You better post bigger picture with darker background and higher contrast, so the details pop out, or I am going to steal your nose
You might wanna fix the pinches on high-poly. Any Photoshopping can do serious damage and take longer than actually fixing it on the model. Trust me, been there, hurts like shower in prison
Cordero
06-04-2011, 03:14 PM
no bigger pictures! Takes time to render.. I R not patient :evil:
But ur right about the pinches for sure, I'll fix those little *******s.. I was wondering why I picked a gun with so many holes...
tsabszy
06-04-2011, 08:08 PM
don't wanna repeat myself but i wanna see occlusion :D that shows the modelling details more spectacularly :P
rocneasta
06-04-2011, 09:12 PM
Jizzity! :dance:
You better post bigger picture with darker background and higher contrast, so the details pop out, or I am going to steal your nose
You might wanna fix the pinches on high-poly. Any Photoshopping can do serious damage and take longer than actually fixing it on the model. Trust me, been there, hurts like shower in prison
just wondering is Cordero's gun a part of that fantasy :p
Zlatovous
06-04-2011, 11:16 PM
You wish, huh?
Cordero
08-04-2011, 07:41 PM
tsabszy: ur right! I suck at ao baking :D
rocneasta: hehe :D
so this is the normal + ao. many little mistakes, which I hate to fix, but I have to :D
1k textures, (I'll maybe go with 2k with this one because of the high triangle count)
7376 triangle
Cordero
10-04-2011, 09:57 AM
texturing wip..
some closeup details missing, and also I don't feel the overall textures to fit together just yet, so it needs some more work + a sleep on it :D
Cordero
10-04-2011, 09:48 PM
let me know what u think!
Cordero
14-04-2011, 12:24 PM
m4 normal + ao.. I forgot to mirror some elements, and there are still some baking errors, but I guess u got the picture :D
anyway, the Tokarev is still wip, I'll post the final textures really soon!
edit: about 7500 triangles, diffuse + normal (2k) 3dsmax viewport screenshots
Krallis
14-04-2011, 03:41 PM
Its all looking fantastic, I'm loving the M4 in particular, will be great once its finished :D
Cordero
16-04-2011, 09:15 AM
Thanks man, gald you like it ;)
wip on the m4.. haven't touched the specular yet, its just the diffuse map tuned up in the specular slot
Bigley
17-04-2011, 10:59 AM
wanted to send some inspiration your way ;)
http://polygoo.com/port/m4.html
tsabszy
17-04-2011, 11:29 AM
really nice examples Bigley :)
i'm not sure about the grenade launchers back part Cordero, since on every picture that curvy part is much rather a concave form then a convex one
and there is some functional stuff at the back that's missing too..
the other hand you improved in texturing :)
i'm curious about that tokarev rifle too :P
Cordero
17-04-2011, 12:29 PM
Bigley: thanks! I'm gonna add some details based on that
tsabszy: hey! I think its too late to fix that curve, I'll leave as it is. As for that item on the back, on some rifles its there, and its not on others. So I guess that okay :D
Thanks!
tsabszy
17-04-2011, 01:11 PM
oh well.. i'm not into weapons anyways.
btw how about the rifle?
Cordero
17-04-2011, 01:21 PM
tsabszy:its here!:D
I made the changes u said, but after the m4 everything looks too subtle on this.. gonna post it anyway :D I'll review each piece before putting together the new portfolio, so everything I learned will be applied to all pieces at the end!
Cordero
18-04-2011, 08:36 AM
I was wondering if any of you have any idea what to make as an environment piece. Like a dumpster but something more complex.
any ideas?
Cordero
20-04-2011, 09:06 AM
I made this, so I can put my 3D career somewhere.
512 texture, diffuse, normal, spec. (2nd one is the ref I used)
Zlatovous
20-04-2011, 10:35 AM
Me likes overall. The metal chains are great addition, they definitely helps to sell it as interesting object
Thou I have a crit about those wooden planks - the whole side of coffin looks like made of one carved wood. At the edges there should be a visible gap.
The normals needs some work. They almost doesn't affect the wood texture. Try to pump it up
Diffuse could use some more variation. Some in color, but wider range of black and white shades. Look at the reference, there are very white and very dark areas, yours coffin very uniform, no contrast
Could you post the UV layout? It looks like the pixel ratio is bit off at some places
Just details, can be fixed in less than an hour
Cordero
20-04-2011, 11:36 AM
well now that u mention it, I haven't added the nails, or wood details to the normal map at all...... soo I'm gonna do that :D
Somehow its seems that the ratio is off, but the checker said its okay. Maybe I scaled the textures differently on the side panel. Gonna look in to that too.
Ur right about a variation too, I used many different kind of colors, but its too subtle, I need to tune it up!
so bescially thanks for the advices, agreed with all of it :D
btw, I wont do the car we talked about, coz I was doing the rims when I was like, now way I'm gonna do this, so I need something else. Maybe I'll do a fire hydrant (thats about a 2 day thing aswell) and a bigger one like the weapons before, and I'm done with the new portfolio! (I mean after some review :D)
Zlatovous
20-04-2011, 12:33 PM
Thanks for the UV. You've got a lot of unused space there - put the top of the coffin to the inside of the part above it (hope it makes sense :-D ) you can save like 20-25% of the uv square and scale everything up. The front and back squares can overlay each other - since they won't be visible at the same time, noone will notice and the little stretching will be barely visible.
It's overall good idea to place the biggest things first and progress to the smallest things - you can always fit them somewhere
Sorry if the crits are harsh, I am at work and can't put sugar on it right now :-D
Btw, when I arrive home, I can do some overpaint of the UV layout, how I would approach it - if you want
Cordero
20-04-2011, 12:52 PM
thanks for the advice! I always do my uvw as u said, from bigger to smallest. But since the top and bottom parts are not identical (there is a cross in the middle of the top one) and has different normals, It wasnt a good idea to put them on top of each other. I can't fit the bottom part in to that hole, because the hole is too small (tried it). I could scale it down, but I would have to scale too much, and the bottom part would be very ugly. So basically I'm confident how I do my uvws ;) But thanks anyway!
Zlatovous
20-04-2011, 03:07 PM
You missunderstood me. I bet my left testicle that it fits and will save you gazilion percent of uv space
Give me hour, I will be home by then, so I can do that overpaint
Cordero
20-04-2011, 03:38 PM
if u fit that in without scaling it: ur a magician!
can't wait till u get home :D
Cordero
20-04-2011, 07:03 PM
I hope its better now..
Working on a stick grenade atm, because I liked the one was posted on the forum earlier.
those guns are sexy!!! oooooh!
That cofin is pretty sweet looking too. The wood looks old and all, but its still looks too plain and boring. Think about what kinda enviroment it will be on. And spill it on it. Like putting dirt in the bottom, dust at the top, water stain drips, Human nail scratches.
Keep it up!
Cordero
21-04-2011, 09:04 AM
Raul: What a surprise, haven't seen you here in a while! Thanks for checking in. I'm glad you like the guns!
And ur totally right about the coffin, I added dust, scratches to it, and tuned up the bottom dirt part.
So rearranged the uvw, and redone the texture in 1k.
colored the bottom light red and blue, so its spooky :evil:
I did some hand painting on the top pieces end parts, some crack in to the wood where it was cut. I think I'll apply that to the whole piece later on.
edit: oh and thanks to Zlat who was kind enough to disturb me until I finally decided to remake this :D
http://img801.imageshack.us/img801/4365/post04x.jpg
Zlatovous
22-04-2011, 01:56 PM
Always my pleasure
Cordero
22-04-2011, 02:04 PM
just wait till u get home and u'll jizz!
just because i dont post, doesnt mean i dont check the forums! ;)
Cordero
17-05-2011, 09:26 AM
a grenade!
1006 triangles, 1k textures
edit: I have no idea what the text says, it was on many references, but let me know if its vulgar :D
The Prime
17-05-2011, 10:22 AM
It says "all your base are belong to us"
terry1337
17-05-2011, 12:02 PM
before use remove jumping capXD
Cordero
03-07-2011, 08:27 PM
The Prime: Thanks, good to know :D
This was supposed to be my dw entry this year, but work got in the way. I felt like start working on it again, I hope I'll finish her!
And another character I made based on a concept. Not really satisfied with the head, but it was a really good experience!
tsabszy
03-07-2011, 08:43 PM
nice job :)
i wanna see the other character finished too :)
astroAJ
04-07-2011, 02:48 AM
Great work, I think the hair on the girl character could have been smaller because that's makes her head look over sized XD
Looking forward to more
tsabszy
04-07-2011, 06:34 AM
i disagree with astroAJ, i think the hair and head proportions give her a much younger feeling without a slightly oversized head, she'd look too old..
but that's just another opinion :)
p.s: i'd rather give her slightly bigger eyes what would help in the cartoony feel and so the head wouldn't look too big.. but still i like it this way too :P
washka
19-07-2011, 06:51 PM
Like the coffin's texturing.
Cordero
07-08-2011, 12:08 PM
tsabszy: I hope I'll finish her someday.. aand bigger eyes may have worked better!
astroAJ: thanks!
washka: thanks! :D
So another project: an assassin girl, who is really hot! she uses thights and bras to distract her male opponents just long enough to kill them with one gentle move.. she never yet crossed a worthy opponent... maybe this night in Tureq, she will find her match finally, as she gazes upon the city where her target lives his life knowing nothing about the danger searching for him!
So i dont like the proportions just yet, i want to make her head bigger, so she is not a super hero, more like an assassin kinda girl.. of course only diffuse map, and about 4k triangles for the character. Swords and stuff, and a final picture just like I did for Spidey.. a night scene with rain, and an old city... I hope this will turn out as cool as I imagine :D
astroAJ
07-08-2011, 01:11 PM
Cool work, I'm liking the silhouette so far :) what's going to make her unique from every other hot assassin out there?
Buzzy
07-08-2011, 01:15 PM
Wow, I really like the shapes and silhouette so far! I agree the head could be bigger, otherwise the proportions are really nice.
I would suggest making her thigh/knee thicker right above the boot. It seems too skinny right now. And the fingers are thick and stumpy. I think they would look better if they were long and slender. Unless she has some sort of special gloves that I can't see because its a silhouette.
Im looking forward to seeing where you go with this!
EDIT: I have to agree with Astro. A female assassin character is not new territory. Do you plan on doing anything to make her unique? You're allowed to say "no" by the way. If this is just a practice piece, it doesn't have to be completely original.
poopipe
07-08-2011, 02:13 PM
if she fired poison darts drom her nipples it would be more interresting
Cordero
07-08-2011, 02:24 PM
astroAJ: thanks! Haven't thought of any original stuff so far :D
Buzzy: Thanks! I agree with what you wrote, I'll make the changes!
I wasnt planning on making anything special on her.. I might come up with something later on.
poopipe: outstanding idea :D
washka
08-08-2011, 07:09 AM
Like start style of da silouhette too, keep on this one.
If she hide under a cape, maybe a furtive weapon, or surprise close combat one, would fit better than a sword (for an assassin girl)?
Or some mystic/spellcaster with a familiar.
Do you plan on doing anything to make her unique? You're allowed to say "no" by the way. If this is just a practice piece, it doesn't have to be completely original.
+1 about originality.
Cordero
08-08-2011, 09:38 AM
Update!
washka: Hmm... you are right! I'll probably scale down those swords, and make them dagger like.. She needs more moremoremore weapons btw :D
There are places now which uses far more geometry then others, so I'll need to even that a bit. She is 5300 triangles so far, and I would like to keep the end result under 5k. And I still need to make a shoulderpad, probably a raven head.. just to be sure thats not original either :D
I'll give her a furry tail.. that will make her stand out a bit more :D Just kidding, don't know what original stuff can I add. I was thinking maybe about a cursed/demonic arm which is strapped around... but that would kill the starting idea: a sexy something :D She could have a cat pet, but I hate cats.
So the priority is kinda like this: sexy, then sexy, after that sexy, then deadly and after that original. If there is something original which fits the previous requirements, then please do share with me!
(I could make her a motorbike? Or ...)
Cordero
02-11-2011, 09:58 PM
its not really realtime, but its a finished characer, so I think its ok to post it here.
did the sculpt with zbrush, and then played with photoshop for extra effects on top of the lightning which was done in 3dsmax.
hope you like it!
washka
04-11-2011, 08:12 AM
You're quite on da line with the inner message of this one:
Smoking is cool? Smoking is lethal? Go make some abs listening metal? Death is a DJ? :D
Is it for a music cover/poster?
Still the image's working well, technically and stylistically, nice work.
Some Harley D or Ghost R. inspiration?
Cordero
02-01-2012, 03:51 PM
washka: to be perfectly honest, I had no intention of showing any inner message with the picture, If I look at it from an educational point of view.. I wanted to show my feelings at the time: working out, takin lots of nicotine in any form (represented by cigarette here), listening to music ONLY instead of ppl, and the skull stands for the unhealthy/deadly emotional stage which all other elements represents (except maybe working out :)) and I like the rain :D
latest piece I did for practice... Its a traveller monk, who does some serious martial art stuff... wanted to post a picture here before setting it up for a final scene where he does some karate type thingy..
its my own concept, with some elements I saw in movies, or game art.
still a wip of course, if you have any tips, ideas on how to improve it, I would be glad to hear them ;)
happy new year btw!
Kaiune3D
02-01-2012, 05:23 PM
The only thing that looks odd to me is the left shoulder the zig zag pattern makes it look like its bionic rather than cloth. If that's the case it needs something to make it look like the elbow can bend.
Cordero
16-05-2012, 12:05 PM
Kaiune3D: It does look odd ur right ;) will look in to that!
I need help! I'm about to learn the unity3d engine and stuff, is there any good tutorials, articles or whatever that you can link here? It would be a great help! :D
vBulletin® v3.7.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.