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Jido
06-19-2007, 09:02 PM
Extreme Makeovers! | Gods Phoenix | Bricks Malone
http://www.gameartisans.org/contests/competitions/uploaded_thubnails/33-game-3d-art-778-1182296065-thumb.jpg

Gods Phoenix has entered the competition!

Jido
06-19-2007, 11:06 PM
Well I'm back for my 3rd attempt at a comp...

Anyway, my first textured and rigged biped. This guy (2003) was done in class as part of the introduction to UV Mapping. I had no real concept in mind, we just had to be finished in 4hrs at the time.
http://expo.godsphoenix.com/d/22-1/oldbricks.jpg
3192tris (the hammer used 220tris :uhh: I didn't know any better)

Obviously, we never went over soften normals, we were just instructed to smooth it; project was never aimed for gaming. Sorry about the missing eyes, I ended up experimenting (always for the sake of learning something new) with a eye/eyelid tutorial and actually never textured the eyes. The "external" eyes had too many polys.

Marcus Dublin
06-20-2007, 06:11 AM
Haha:D , I just noticed the hairy arm pits when looking the model over, hehe. Give it you best man, this will be like maiking the jump from Virtua Fighter 1 to Virtua Fighter 5!:thumb:

Marcus

Jido
06-22-2007, 12:25 PM
http://expo.godsphoenix.com/d/24-1/wip1.jpg
I would have been a lot further but I decided to ask the forum about my approach before I continue. I'm going to maintain his big feet and give him bigger hands similar to some the street fighter designs. But as far as the head, I don't know if I should proceed with what I have above or stick with the wild proportions I had in the original, huge jaw and small skull. What do you all think?

keo
06-22-2007, 12:57 PM
the new mesh is cleaner, but not as interesting. I would totally keep the characterizations from the 2003 model, maybe just make the proportions of the torso over-sized to match the big stomping feet! :)

Ultemate
06-28-2007, 04:10 PM
About proportions, I think that little skull and huge hammer would be cool. And may be big hammer could counterbalance his big feet's.
Good luck there! Waiting for updates. :)

Jido
06-29-2007, 11:42 PM
http://expo.godsphoenix.com/d/28-1/wip2-closeup.jpg
http://expo.godsphoenix.com/d/30-1/wip2-front.jpg
http://expo.godsphoenix.com/d/26-1/wip2-back.jpg

Finally some updates. Hammer is gonna be much bigger and more stylish.

Very much considering modeling in gloves and/or bracers. Provided I have enough polys after the hammer, I would like some feedback on other possible accessories that can't be textured. And No... I will not do Mr. T Necklaces. Well... maybe one. :)

StefanH
06-30-2007, 09:46 AM
Looking nice so far. But i think the silhouette is much to blocky for all the tris you pumped into this. It seems like you want to define the muscles too much with your mesh. Instead go for a simpler mesh with less tris and a better silhouette and let the normal map handle the muscles.

Chasarsis
06-30-2007, 09:57 AM
Agreed. That mesh flow is really interesting though :)

Jido
06-30-2007, 11:02 AM
Stephan: Yeah, I have a bad habit of doing that since sculpting is new to me. Until I learn to break it, I will average the vertices a little then optimize my topology before sculpting.

Chasarsis: I usually box model my overall shape, outline the major muscles areas, then use split/cut poly to build my topology. Instead, I'm trying the edge extrusion method on this model, which I don't have an overall shape to keep my mesh flow in check.

If anything, I managed to have all quads except for a tri in each palm.
Next time around, I'll stick to my usual methods.

Jido
07-15-2007, 02:07 AM
My last contract was intense, a lot of PHP I had to write...
Anyway, A new update finally

http://expo.godsphoenix.com/d/32-1/wip3-face.jpg
http://expo.godsphoenix.com/d/34-1/wip3-hammer.jpg
http://expo.godsphoenix.com/d/36-1/wip3-overall.jpg
http://expo.godsphoenix.com/d/38-1/wip3-quarter.jpg

I know my topology needs more optimizing, but I don't have the time to do much more to the lowpoly version. I've divided Bricks into five by the Head, Torso, Hands, Legs, and Feet for Sculpting in Mudbox. Hopefully, this will be the 1st model that I have completely sculpted to hi-res. Trial and Error with BHG Challenge proved me to be more suited to Mudbox than ZBrush, so that learning curve is no longer a valid excuse not to finish.

The hammer will just be smoothed 2x, but will sculpt some wear and tear on it before I bake the normals.

Oh yeah, Bricks is 4416 and hammer is 452; 4868

Jido
07-16-2007, 12:35 AM
Sculpt update

I started with ... blah blah blah...

http://expo.godsphoenix.com/d/40-1/wip4-face.jpg

...yackety smackety ... other than adding eyebrows, I'm satisfied with my 1st sculpt at least the head anyway.

Marcus Dublin
07-16-2007, 12:43 AM
His face is suffering from a lack of a definition, especially the since the bridge of his nose isn't prominent! Since the character is bald you may want to push his forehead and temple area as well since it'll add to the form of the face. Stylized or not I'd look at some real guys who may resemble your character and go from there, it could only help. Good luck with him, I'm looking forward to some updates.:lucky:

Marcus

Jido
07-16-2007, 01:26 AM
His face is suffering... BAM... from a lack of a definition... POW
I absolutely need more crits like yours to toughen me up. I'll check out Mr. T and Michael Clarke Duncan for refs.

I was getting tired, esp after 2nd go at beard, and went ahead and posted. I will get my act together and fix him up before tackling the torso in the morn...well... when I wake up and I'm fresh.

Ultemate
07-16-2007, 06:48 PM
I totally agree with Marcus, he knows what he is writing. ( thats why he is a Big Brother :lucky: )
And your model looks nice. Waiting for updates. :)

FredH
07-16-2007, 07:29 PM
yeah, the nose.. really focus on his nose man. You need to rotate the entire lower area with the nostrils so that his holes are not so clearly visible from the front. Generally, the holes only show like that if you put your finger on your nose and press them up on purpose. After fixing that part, you need to connect your bottom nose area with his brows/forhead by adding a line in between, kind of like connecting the dots. Next, as a rule, mouth corners always line up with the middle of your pupils. So if you look at your character directly from the front, you should be able to draw a line down directly from the center of his pupils, down to the corners of his mouth. Ears are ok, and distance between his eyes are ok too:)

Besides the face, the body is looking good so far. I really like how you modeled his hands. I might have to try something similar:D Keep up the good work man, it's progressing very well:)

Jido
07-17-2007, 12:08 AM
Awesome responses. I wasn't done with the head but needs much more work than I planned on getting away with.

Marcus: I'm fresher now with a better response
I thought I knew what you meant by "pushing" the temples :think: and pulled these refs:
http://images.ask.com/pictures?imgs=l&q=michael%20clarke%20duncan&qsrc=168

It's subtle or maybe I'm not looking hard enuff to grasp the flaw and how to fix it :o , but I assume you are meaning my temples are too wide and need to be pushed "inward", something similar to ThatDon's AKUMA. I also plan on adding some fat on his cheeks and a little on the outside of his eyes.

Ultemate: You would make a good B-Bro as well looking at your entry :thumb:

Fred: If you knew where his chin stopped, you'd also say his eyes are way above the center line. I woke up and saw that he was practically missing his nose bridge :paper: . I was following all the rules (or close to them :inocent: ) in post #4, but keo's response to my question lead me to abandon some realism and keep the exuberant jaw and mouth from the original. It's funny that I spent only about 2mins on the ears. Thanks about the hands I'll hang on to that.

I'm gonna keep the huge jaw and mouth but will jump on the nose and other facial issues.
I will post more angles of the head so you guys can pick it apart a lil better. Thanks.

Jido
07-17-2007, 02:23 AM
Some really quick updates...Hope I don't get ripped a new one :D

http://expo.godsphoenix.com/d/44-2/wip5-face_front.jpghttp://expo.godsphoenix.com/d/47-2/wip5-face_quarter.jpg
http://expo.godsphoenix.com/d/50-2/wip5-face_profile.jpghttp://expo.godsphoenix.com/d/51-1/wip5-face_birdseye.jpg

I hope I got it or at least much more closer. I didn't forget the eyebrows, Mudbox crashes every time I try to go level 5 (my PC is about to hit it's 5th birthday :doh: ). I'll just have to delete that level and redo the detail in the beard and get the brows in later.

Kalango
07-17-2007, 12:25 PM
His face is still too clean imho....you could age him a lit. bit more and give some scars etc...or even face pores and skin texture...

Jido
07-18-2007, 03:32 AM
closer and closer... much more serious than the comically intended original

Kalango: I aged him just a tad if any I guess... I doubt I do any pores with a 1024 limit, lest I edit the normal map directly. No scars on his face, but one on his abs just for kicks. He's gonna have some tatoos though.

http://expo.godsphoenix.com/d/61-2/wip6-face.jpg
http://expo.godsphoenix.com/d/55-2/wip6-torso_front.jpg
http://expo.godsphoenix.com/d/58-2/wip6-torso_back.jpg

Of course he needs to look strong enough to wield a massive hammer, but I didn't want his muscles to be all striated and vessels poppin out, all dehydrated for a bodybuilder contest; this guy drinks his fair share of beer. I know I need to do more work on his triceps and fix area behind where his bicep meets his forearm, other than that, c&c away.