Anim8or Community
Artwork => Finished Works and Works in Progress => Topic started by: siragin on October 26, 2009, 05:15:53 pm
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Hello all. I haven't posted anuthing here in awhile so I thought that I would post my progress of a character that I am working on from start to finish. I am trying to model this character with a new techneque that I have never used before. I usually start with a primitive and work from that, but this time I am doing point by point modeling and trying to keep the edge loops in mind. I usually have a problem with the eye lids nose and mouth when I model, but this time I am going to try to model them a little bit more acurate. I also tried rendering this model with Ambient Occluder which I never used before.
The name of this model is The Tornado aka Professor John Tornado. He is going to be a super villian.
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looks good. can u post a wireframe?
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Here is the wire frame.
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Looking good so far, bit of a jutting chin but otherwise great! (typing this on my iPod toch :P)
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i think you should connect the brow. you shouldnt lose any defenition but when you go to texture it it might be a little easier.
heres what i mean
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Here is an update to my character. I connected the brow as rellik420 suggested. I finished his eyes and added his ears, but I am no good at modeling ears right now so this is the best I can do as far as that part. Still trying to us this Ambient Occluder thing.
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i looked up what ambient occluder is (i might of seen it on the anim8or forums). but from what i remember ambient occlusion is basicallys using fake lights. i think its primarily for shadows as well. from what i see on your renders is really just messing with the "recieve shadow" not the "cast".
since this is still sort of a beta for anim8or im not sure if ao is actually ready yet, even if it is an attribute or a "trick". so if i were you i wouldnt even worry about ao renders and i would just mainly work on your modelling.
and please post an updated wireframe. it helps people who arent used to human modeling and helps other people who are, help you.
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Ok then. Well here is a new wire frame, I'll start posting the wire frame with every update.
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Update:
I added his hair and mask.
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it still looks good. i would assume its not supposed to be realistic because of the porpotions. (im really talking about the chin.)
its a good model. Ive always tried to make every face square. no triangles or 5 or more points on a face. but ive realized none of that really matters if it looks good. and your looking good so far.
its hard to see the mask right now but once you tecture it it will completely change it,
just keep at it. the hardest thing to do is actually finish something, so try not to give up.
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looking good! i wish i could proportion a human face that well! sorry i cant give any constructive critisism, if you saw my models, you would know what im talking about lol
@ rellik420:
tell me about trying to finish something! i swear i have about 5 new ideas every day! none of which i keep to lol =) sorry for little off topic =(
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rellik420
Thanks. I tried to avoid having triangles on this model two. And yea I am still working on the chin. For some reason I can't get it right.
Here is an update. I'm now working on the upper body.
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In this update I have added his arms and hands. I also tried to model in his muscles. I really don't like this version so I think I'm going to start over on his chest and just use the sculpt tool in maya to add his muscles after I finish the model.
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DAAAAAMN!!! Sorry but DAAAAAMN!!! Nice work. I hate doing the upper body, I never get the arms right. Nice job! Keep at it!
If your not going to use that model, can I have it? XD
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Lol. Thanks Gamemaner1234. Doing the arms and upper body isn't really hard, it's just I'm now trying to model characters with muscle definition in them. And that's whats making it a pain for me.
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Yeah, the abs are looking too bumpy right now. In other words, they aren't sharp enough, and stick out too much without much definition. I would advise sculpting them in later as you say, or simply reinforcing them now.
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Before I decide to completely start over on the torso I went ahead and went back to the part before I tried to model the muscles on him and just and his arms. I still think I should just sculpt the muscles in when the model is finished, if I decide to do that at all.
I thought that I might as well put in the second image. I tried to lighten up the bumpy abs as hihosilver said. But I still think I should just leave that part alone for now.
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when u say sculpt i think of a zbrush type deal. and from what i understand, sculpting is you make a super high poly model and make a displacement map then "bake" it on your original model.
if thats the case then i would make it basic but shapely and build the model ready to sculpt. so you really dont need anything defined when your just going to sculpt it anyway.
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Maya's geometry sculpt tool as it is called. Isn't like the one in zbrush, I don't think so anyway.I may be wrong since I never used zbrush, but zbrush is more advanced than the sculpt tool in maya is. zbrush adds polys to the model where as the one in maya just push them around. That and I never used displacement maps before and don't know how to use them. I've used bump maps but I think that you make them and they work differently.
also, this is the hi res version. Meaning I sub divided the model after I finished modeling it.
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well if thats the case then its just what tool you want to use. and you can just export your model(s) now, then import to maya do your thing then export back into anim8or. i would just make things as easy as posible. but as long as u get it done it doesnt really matter how you did it.
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I added his legs and now i am sure that i am going to start over on this part. I like the chest but the middle section is way off. I'll post a wire frame later today.
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It has been a good minute since I have made any updates on this project. Mainly because of me moving and the new job that I have has been keeping me busy, but I will still try and finish this project. In this update I started working on his boots. Here is a wire frame as well.
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It has been so long since I worked on this thing but I am determined to at least finish this. I have connected all of the body parts and i am about to get into texturing it. Added shoe strings to the boots but I think that I really should do the boots over again. They look too big for the model. Also added a shirt over his body.
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That is flippin AMAZING!!! keep up the awesome work!!!!
PS(YOu planning on skinning that?)
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yes. once i'm finished with it I will animate him.
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Awesome.
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Ok it has been a long time since I worked on this but here we go. I uv mapped the model and textured him and now I'm switching over to maya to play with the Shave and hair cut plug-in.
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good to see u back dude. if i were u id make the mask more fancy. its almost a waste to have it a solid color rather than something like a tribal tattoo lookin thing or something. keep it up though i wanna c how he turns out.
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Woah, just a few small things... the top lip and chin are pointy... the hair is... i don't know what to say. but a very nice model indeed!
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Update on the character. Decided to texture the hair mesh instead of using hair plugin. (couldn't get the hair to look right.) changed skin texture.
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hero looks really sleek great work siragin have you tried doing ink out line to give comic theme
short example how if you unsure what i mean
just create two side material pure black (back) and trans 0 (front) also set specular
set to 0 on both sides
creating the outline
1 copy paste duplicate of model
2 select all connected faces on duplicate
3 use connected extrude tool to expand the mesh evenly (will break uv on duplicate)
4 apply material to duplicate
5 3d ouline should appear in all viewports
alternitive this method keeps uv texture but keeps the 3d silhouette unchanged
(http://homepage.ntlworld.com/w.watson3/an8/Q&A/outlinemesh.gif)
above gif is done using just shell tool and loop cut ;)
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I hate even thinking about how to model hair.
As it is, not seeing the whole figure, he makes me think of a cross between a comic character and a professional wrestler. Probably just the image of the black t-shirt not quite matching the red mask. But I really like the way the model is coming through. Very good form.
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Hya Arik, best to use transmaps. And where the hair's shadows should be on the forehead just fake them by baking them on.
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Ok I think I'm done with this model for now. Added his cap, though it didn't turn out the way i wanted but maybe ill try later. Next I'll start rigging him together and animate him. I forgot, I have to make the version with him not in his costume.
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cool model!!
congratulations!!
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great job man. im glad to see you finished it.
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Wow, siragin. It's... beautiful....ly modelled.
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Ok now that I have a little free time, Im starting to model the clothes for this model when he is not in his super villian costume. His secret identity is a professor so im trying to model a lap outfit. This is my first attempt at modeling a shirt with a collar on it.It seems like its harder than I origionally thought.
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hero looks fantastic ,nice work on the prof outfit collar
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Very nice, but shoes are a lil' small.
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I actually used the same shoes as in the fist model. so it may be the pants that makes them look so small.
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Here is the complete model of john tornado, minus the hair. I put up two versions of him. the only difference is the pants. In the second version the pants are thinner than the first so that the shoes don't look too small.
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Add his long hair and glasses. Looks like its turning out preaty nice. Not sure if I should use the big or skinny leg pants.
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I would advise the skinnier pant legs. I think the toes of the boots could also use some alteration, they come together at too much of a point in my opinion
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It seems to look a little like Guinan, from Star Trek. Like it!
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i think your missing some physics. not computer generated physics either. it looks like he's weearing a winter coat and some snow pants or something. i know most programs do the soft bodies and whatnot for you but currently ur guy looks like hes in a busta rhymes/missy eliot video. just keep picking at it and ull get it straight
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I haven't worked on this in a long time but here is the almost finished product. of my character with texture.
@rellik420
Yea i know what you mean about his coat. I still have to work on it. I need to add pockets to it and the shoulder area right under his arm pit is too bulky.
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I thought I should post an update to this character that I modeled. This Character has a twin, so I really didn't have to remodel him, just used the first version and made some noticeable changes to him. What do you think?