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#1 |
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Commando Moderator
Join Date: Apr 2005
Location: Romania, Cluj
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Sci-Fi Marine
Hey everyone,
I've started working on this guy. Used Mudbox for sculpting, Photoshop for textures, and now in 3dsmax for modelling the rest of his body.
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Cinematics: StarCraft: Final Metamorphosis (Final 7.5 Minute CG Animation) Speed Factor 2 (23-NOV-2010) Demo Reel 2010 (1-OCT-2010) StarCraft: First Contact (08-JUL-2009)Last edited by Freespace-3DT; 29-03-2009 at 08:09 AM.. |
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#2 |
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3d Artist
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great start freespace
liking the molded look of the armour and the fresh cut / graze on his forehead is a real nice touch.as for suggestions, and knowing your great style you probably planning to work these anyway :P would be to add some thickness to the undersuit around his neck, it looks painted on right now. also the eyebrows look a little out of place. looking forward to seeing more of this guy good luck! |
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#3 |
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Commando Moderator
Join Date: Apr 2005
Location: Romania, Cluj
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Hey, thanks a lot L3XICON. Here's an update on the diffuse map. I'll see about the undersuit, thanks for pointing it out.
I'm obviously going to use this guy in an animation, so I hope to make him really badass. Warhammer and Starcraft serve as inspiration.
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Cinematics: StarCraft: Final Metamorphosis (Final 7.5 Minute CG Animation) Speed Factor 2 (23-NOV-2010) Demo Reel 2010 (1-OCT-2010) StarCraft: First Contact (08-JUL-2009) |
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#4 |
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Hardstyle
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Solid start man!, i want to see him blocked out first proportionally though before seeing renders.
I'll stick with this thread
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______________________________ Hard Surface Essentials http://vimeo.com/10941211 Threedy 4 life
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#5 |
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Commando Moderator
Join Date: Apr 2005
Location: Romania, Cluj
Posts: 7,988
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Hey Sathe, thanks. I added a basic body for proportions, and will continue by adding armor on it. Also played around with SSS settings.
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Cinematics: StarCraft: Final Metamorphosis (Final 7.5 Minute CG Animation) Speed Factor 2 (23-NOV-2010) Demo Reel 2010 (1-OCT-2010) StarCraft: First Contact (08-JUL-2009) |
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#6 |
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Hardstyle
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Hey dude,
You should push his chest out more like he has taken a deep breath in, which means you will also need to rotate his spine backwards more. That way he can be looking down his nose more ad you, which gives a meaner look.
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______________________________ Hard Surface Essentials http://vimeo.com/10941211 Threedy 4 life
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#7 |
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Commando Moderator
Join Date: Apr 2005
Location: Romania, Cluj
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Yeah, I see where you're going with that idea. I'll definetely do a pose like that. Sadly, I haven't done the riggin yet. Do continue giving feedback, I definetely need it from a Master of the Meshsmooth and Sculpting arts.
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Cinematics: StarCraft: Final Metamorphosis (Final 7.5 Minute CG Animation) Speed Factor 2 (23-NOV-2010) Demo Reel 2010 (1-OCT-2010) StarCraft: First Contact (08-JUL-2009) |
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#8 |
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Hardstyle
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No need for a rig yet, just rotate the armor backwards 10*.
For the head you should be able to do it with a large soft selection rotation. Or just chuck a 4x4 ffd modifier on and rotate those points into place.
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______________________________ Hard Surface Essentials http://vimeo.com/10941211 Threedy 4 life
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#9 |
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Commando Moderator
Join Date: Apr 2005
Location: Romania, Cluj
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Thanks for the tip Sathe, I'll try that out.
![]() Here's an update:
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Cinematics: StarCraft: Final Metamorphosis (Final 7.5 Minute CG Animation) Speed Factor 2 (23-NOV-2010) Demo Reel 2010 (1-OCT-2010) StarCraft: First Contact (08-JUL-2009) |
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#10 |
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Commando Moderator
Join Date: Apr 2005
Location: Romania, Cluj
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Thanks: 39
Thanked 185 Times in 158 Posts
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![]()
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Cinematics: StarCraft: Final Metamorphosis (Final 7.5 Minute CG Animation) Speed Factor 2 (23-NOV-2010) Demo Reel 2010 (1-OCT-2010) StarCraft: First Contact (08-JUL-2009) |
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#11 |
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Right Here
Join Date: May 2005
Location: Dallas, Texas
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looking good man.
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#12 |
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Commando Moderator
Join Date: Apr 2005
Location: Romania, Cluj
Posts: 7,988
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Hey, thanks Cederstrom!
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Cinematics: StarCraft: Final Metamorphosis (Final 7.5 Minute CG Animation) Speed Factor 2 (23-NOV-2010) Demo Reel 2010 (1-OCT-2010) StarCraft: First Contact (08-JUL-2009) |
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#13 |
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Hardstyle
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Yeh man, thats looking great!
Remember, as soon as you are happy with the amount of detail you have put into the armor, slap yourself in the face and double it :P ![]()
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______________________________ Hard Surface Essentials http://vimeo.com/10941211 Threedy 4 life
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#14 |
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Commando Moderator
Join Date: Apr 2005
Location: Romania, Cluj
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Thanks again, Sathe. The problem is I've got a lot of headaches with using Meshsmooth the way I want to ( chamfering makes a lot of problems, where you want things to become sharp at corners, and so on; or you decide to add details later on, meshsmooth just screws it up, you need to retopologise everything with new chamfers, but you miss another corner that stands out like a broken tooth; I have no idea how you handle it so flawlessly ).
Here's two higher res renders. Comments please This thread is becoming sort of Inorganic WIP, so I might move it there, not to be offtopic.
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Cinematics: StarCraft: Final Metamorphosis (Final 7.5 Minute CG Animation) Speed Factor 2 (23-NOV-2010) Demo Reel 2010 (1-OCT-2010) StarCraft: First Contact (08-JUL-2009) |
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#15 |
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Hardstyle
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Hey dude,
i was speaking about chamfering with Aleks earlier this week , and the trick is to never use chamfer. It is an evil tool really, espcially for something like this armor. I made a quick test to show you the benefits of the method i use, not much else to call it besides "cubed corners" really. Basically, when im modeling i only use the connect tool and slide features. If i ever need to retain an angle i turn on edge snap mode and slide verts so it doesnt mean up a flat surface, anyways if you have a msn i can talk to you more about it , /.G ![]()
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______________________________ Hard Surface Essentials http://vimeo.com/10941211 Threedy 4 life
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