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Author Topic: Beast  (Read 19783 times)

DoctorStopMo

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Beast
« on: April 29, 2009, 04:46:58 am »

Hey hey - I know I've been gone a long time.  My old hard drive died and I lost all the models I'd been working on, and I haven't really had time to use Anim8or in a while.  Ever since Steve added the capability to create chains, I've been meaning to hold up my end of the bargain by creating a model that used them extensively.  Here's a concept and the very early beginnings of the model:





I originally started this piece wanting to create a new leg muscle structure that would plausibly work, based on the idea of a biceps sort of muscle in the thigh rather than quadriceps (hence the thigh that you see in the concept).  I eventually scrapped that idea to make it a more traditional quadricep.

As always, your comments and criticism are greatly appreciated :).
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Tanzim

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Re: Beast
« Reply #1 on: April 29, 2009, 05:39:46 am »

The modeling has come out quite well, and although the concept would look cool I'm not too sure whether or not idea of using chains to control an animal would be a good idea.
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Arik_the_Red

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Re: Beast
« Reply #2 on: April 29, 2009, 10:23:53 am »

As for anatomical preciseness, I would say you go with what ever looks "cool!"  And what's taking shape already outdoes the original sketch! The way the leg, claw and head are more pronounced proportionally, and as for the chains-idea, the whole thing's obviously made for the "mean and rough", not the "what works most practically"... so go for it all the way!  In fact, if anything, the chain links should be larger, thicker, to put a real "Heavy Metal" attitude.  After all, this thing's taking on a definite look right from a "Heavy Metal" magazine cover!
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hihosilver

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Re: Beast
« Reply #3 on: April 30, 2009, 02:24:13 am »

It's great to see you back!!!
The beginning modeling looks solid so far.  I probably wont be able to give very useful crits until a bit later into the modeling process, but so far what you have looks very nice.
I hope to see more of you around! :D
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DoctorStopMo

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Re: Beast
« Reply #4 on: May 14, 2009, 12:57:44 am »

Tanzim:   Yeah, probably not a good idea to use chains for reins, but hopefully a cool fantasy concept :).

Arik_the_Red: Thanks!  I'm definitely gonna make the chain links heavier and bigger, especially because the poly count would get too high otherwise.

hihosilver:  Thanks, man.  I've had limited time to work on this, but I'm still at it.

Here's the foreleg/arm:




I'd post more shots/angles of it, but Anim8or seems to want to crash whenever I try to render it.  C&C welcome as always!
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Arik_the_Red

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Re: Beast
« Reply #5 on: May 15, 2009, 09:44:52 am »

Are you saving this is subdivided form? Or just subdividing it simply for the screenshots? When I've been working on something, I try not to save the final, subdivided work until completely finished.
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Raxx

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Re: Beast
« Reply #6 on: May 15, 2009, 10:07:54 am »

Arik_the_Red, why? Convert to subdivided is no different than non-subdivided when saved, it's just a few bytes more in the file. There's a difference between saving it as subdivision objects that retains only the low polygon information and saving it as a subdivided object that retains only the high polygon information.

By the way, good job DocStopMo, good luck piecing it together, I think the head could use some more detail.
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rellik420

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Re: Beast
« Reply #7 on: May 15, 2009, 11:33:49 am »

that looks really good dude. u did a great job with the muscles. once its done its gonna look awesome.

i do the same thing as erik does. its just hard to see things when its subdivided. i know you can set the values back down after its subdivided but i cant remember if the wireframe is the same or not.
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Arik_the_Red

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Re: Beast
« Reply #8 on: May 15, 2009, 11:23:16 pm »

Arik_the_Red, why? Convert to subdivided is no different than non-subdivided when saved, it's just a few bytes more in the file. There's a difference between saving it as subdivision objects that retains only the low polygon information and saving it as a subdivided object that retains only the high polygon information.

I was simply asking a question to get some insight about his development techniques.
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DoctorStopMo

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Re: Beast
« Reply #9 on: May 18, 2009, 05:53:43 am »

Arik_the_Red: I never, ever Subdivide Faces.  I use the "Convert to Subdivided" feature.  I usually set the subdivisions at 0 for working, then use 2 subd's to see how it looks, and occasionally do a little work with the model at 2 subd's.  Since some tools are only available for meshes, I do Convert to Mesh now and then also.

Raxx: Thanks!  I actually have a basic wire frame that connects all the limbs and the body, but it's just a question of filling it all in.  As for the head, I'm planning on revisiting it to add a tongue and some teeth.  Any suggestions for other details to add?  Your thoughts as an experienced creature designer would be much appreciated :).

rellik420: Thanks for the comment.  I highly recommend you use Convert to Subdivided instead of Subdivide Faces :).

Latest update:


It's a bit hard to really get all the muscle groups to fit together nicely, since the latissimus dorsi and trapezius muscles aren't in their normal orientation.  Still have lots of tweaking to do on the different muscle masses.  Suggestions are always welcome! :)
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rellik420

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Re: Beast
« Reply #10 on: May 18, 2009, 11:56:46 am »

i cant see your new picture.

thats what i meant was convert to subdivided. but your wireframe looks all messed up once its subdivided so i just convert to sub onec i get ahead and c what it looks like then undo then keep on goin. hopefully u get that pic up i think this is gonna look awesome once ur finished.

never mind i can see it now. its lookin good. i cant really say much cause its not finished. it looks a little wierd now but once u fill in the blanks im sure i will b able 2 c the shape better. keep at it
« Last Edit: May 18, 2009, 11:59:04 am by rellik420 »
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Arik_the_Red

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Re: Beast
« Reply #11 on: May 20, 2009, 09:45:44 am »

I operate like relllik, if I follow him right... I subdivide to see the effect, but don't save the subdivision permanently until I'm far along and fairly sure it's going the way I like it.
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hihosilver

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Re: Beast
« Reply #12 on: May 20, 2009, 10:56:03 am »

Great job so far mate.  Those muscles look wonderful (I need some experience in anatomy before I could actually give any C&C on muscle groups.)
Would you mind posting a wireframe?  I know your meshes are always wonderfully done, and it would be interesting to see it on a complex model such as this one.

I do the same as you for subdivision models, mostly changing the subdivision level, and when needed, put the level at 0 then convert to mesh.
Rellik and Arik, don't forget that with a subdivision object there is no need to undo as you can always return to the original base mesh!
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DoctorStopMo

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Re: Beast
« Reply #13 on: May 23, 2009, 05:24:28 am »

rellik420: Thanks.  It's a little hard to tell exactly where it's going because there are such big gaps, but hopefully the wires will let you get a hint as to the overall form.  The closest thing I can think of to the shape is the reek from the second Star Wars prequel.

hihosilver: Sure, included with the latest update.  I've mainly retooled the way the muscle masses fit together, so hopefully it's a superior result (I'll post a smoothed version with more of an update later).  The wires on this are a little sloppy, with lots of tris and n-gons scattered throughout.  I'm going to clean it up after I've finished the main part of the model.  The arms use a lot of polies in particular.




And in case anyone was interested in how this thing is supposed to move around, it's kind of like a coiled spring or a frog.  I created a really, really quick bone structure and short animation of a "walk" cycle in 10 minutes to give you an idea.
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lizeal93

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Re: Beast
« Reply #14 on: May 24, 2009, 05:31:55 pm »

Wow!....

great work the animation looks interesting. the edge flow is great. can't wait for the final


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