View Full Version : It's been awhile since...
I've posted any of my 3D work, but I figure I might as well put something up.
I am living in NYC working my ass off to learn as much as possible regarding the art of 3D Animation, and so far, have learned more than I could have imagined in a really short ammount of time.
Right now, I'm working on a goblin creature for my class; and the sucker is due on the 28th. He needs to be animated for a 20 second total short animation (facial expressions, lip syncing, action, etc...).
For now, though, I'm focusing entirely on texturing the sucker. This is my first organic (character) model, and my first attempt at texturing using hand-painted and stock images molded into a cohesive texture in photoshop. Hope you guys like. This image is as far as I got today while at work. Each day, it seems I get a little farther behind since I haven't started animating him yet, but I can't stop working on his texture right now. I'm way too excited about how its turning out. :D
http://img257.imageshack.us/img257/2208/goblintexturetest5mr1.jpg
I'll post this image for now, but when I next get the chance, I'll see about getting some more pictures in different angles for some ideas, if you guys have any. I'm finding his outfit less and less interesting as the project goes on, and I'm open to suggestions on wardrobe - just remember, nothing too fancy since I need to start finishing the building of this character to prepare for animation. I'll post pics of the rest of the body when I get home.
(The texture on both the headgear and shirt and such are all stock. The only thing I've worked on with any true dedication has been the base Goblin model. The gear/armor has all been secondary.)
Cheers.
Sickle
01-19-2007, 12:10 AM
well done, lets see some fairy chicks now!
http://www.renderosity.com/mod/gallery/full.php?image_id=1365908
YUMMY!
Komako
01-19-2007, 04:10 AM
well done, lets see some fairy chicks now!
http://www.renderosity.com/mod/gallery/full.php?image_id=1365908
YUMMY!
Spikey?
BlackVolgan
01-19-2007, 05:00 AM
thats awesome..
you got skill!
Here's that update I mentioned:
http://img405.imageshack.us/img405/8072/finalgobbieqh9.jpg
There's that.
Now, time to start animating this sucker. Next picture will hopefully be the gobbie in a pose of some sort. :)
Bensidhe
01-21-2007, 05:50 PM
Awesome stuff.:)
Metal Wolf
01-23-2007, 04:37 PM
My advise for getting your textures done much faster is in your off time, or time that the deadline isn't pressing you, to work on some default basic textures.
They dont have to be color all my defalt textures are grey but I can drop them into photoshop over a color and I have a basic skin texture that only needs a little tuchup rather than a whole days work to do it from scratch.
Use the stamp efect on pictures and play around with lighting gausianed clouds for some quick basic textures.
I made a really good old person basic by working with a picture of eliphant skin.
___________________
I guess
your art is in the for production area as oposed to video games by guess of his polly count. Have you ever had any classes that you produce under 1500 polly modles finished. Cause I could use some advice for droping my uber high polly prototyping modles to a game polly count withough half remaking it.
This is a early shot of a mech/driod that needs to be under 2200 when done and remaking pieces of him that didn't reduce well is killing me.
http://img211.imageshack.us/img211/7051/zabmech2vt5.jpg
That's not shabby at all, MetalWolf
About that texture you created - I bet you used the same elephant skin photo found on Google that I used for my goblin's skin too! Hahaha
That's awesome.
I haven't had any experience with low-poly modelling, tbh. I'd like to delve into it, but right for the goblin it was definetely more focused on production. Wish I could be of more help in giving some advice on that particular subject, but really, the process of thought that would be followed to produce high quality low-poly models is pretty different from what someone without poly constraints would follow.
Have you checked out www.threedy.com ? It's a great forum, and even has a section dedicated to Low-Poly Modelling, too. Great place. :D
Hopefully I can get an upload of the gobbie in action. Maybe some facial expressions or something.
Baldr
01-23-2007, 11:16 PM
That ain't too bad. :)
Nalira
01-24-2007, 04:24 AM
The goblin looks very good
when you animate him, i'm assuming he will be hunched over and his arms will dangle close to the ground. If he is standing upright, the arms will look a bit too long... but I imagine the end product will be something fabulous, nonetheless.
Apewall
01-24-2007, 02:48 PM
Goty - I like how your textures are looking at a distance, especially for the goggles I believe you nailed that one fairly well. His shirt lis exactly paper thin though, you may want to just give it some depth. Also, are you rigging him yourself?
Metal - I'd give you some suggestions Metal but I'm just completely confused by the topology on that screenshot of your wireframe model. From what I can tell though, you'll want to put most of your polycount into the hands of your character though, especially if the fingers are going to move independantly.
Under 2200 is really low as far as today's normal game models go but I'll give you a good note to go by for game models, if you can, turn off the lighting in your scene for the model, so you can just view it as a solid black mass, gives you a good idea of whats needed and what is not, game models -especially low res- are mainly about the textures placed on theme.
Worst comes to worse I usually take my high-res model and just use it as a base to create an entirely new low-res model.
Nalira,
You're absolutely correct about having the goblin hunched over a bit! That's exactly how he's going to look. I'm not sure exactly what personality I want him to display with his walking style, but it will be fun figuring it all out.
apewall, Thanks about the textures, man. I spent quite a while on that, and I'm really glad to see the work paid off. You're right about that shirt, though. It's been driving me crazy, since I haven't been able to figure out an effective way to give it some depth. I tried applying the Shell modifier to the cloth, but the effect went awry due to the seems of the cloth, since it was created using Garment Maker and Cloth.
An idea did just come to me, though, that I'll have to try... Maybe I should collapse the stack, making the shirt into an "editable poly" and then apply the Shell modifier... Maybe some other 3D fans out there might know what I mean. :D
I'm pseudo-rigging the goblin myself using the Biped system in Max. So, I don't create the bones, but I have to set up the envelopes using Skin. He's mostly done being rigged, save for a few little ghosts I have to bust.
Thanks for all the feedback, guys. I really appreciate it.
Saldisar
01-24-2007, 08:55 PM
wow. it looks great Goty!
aside from that, i have no useful advice to give, sorry.
http://img256.imageshack.us/img256/6729/sadgobbiepose2zu.jpg
Naked sad gobbie!
Just posing him in different ways to find those bugs in the rig. I saved this render 'cause it made me laugh. The pathetic look and pose reminded me a little of that puss in boots scene from Shrek.
Anyways, as far as I can tell, I've got most of this rigging work done, so if all goes well, I should have some short little vids of him doing stuff. Like blinking. Breathing. Smiling. Etc.
Apewall
01-25-2007, 12:32 AM
I'm not sure what package you're using Goty, Maya's new ncloth seems to handle depth to cloth a lot better than what I've seen before. In previous versions i know the common practice was to create a quadrangulated mesh that has depth and have the flat triangulated one drive it.
I'm using 3D Studio Max 9.
Cloth was made using its Garment Maker setup. Basically, it takes basic spline shapes and creates 'panels of cloth' which are sewed at these virtual seams. It's pretty interesting, actually. I got the cloth to have real depth now, which is pretty nifty. :D
scotw1t
01-25-2007, 12:40 AM
I really think the goblin is magnificent...the only thing I'm wondering though, is what kind of dental care to goblins get...because this gobby has some pretty great theeth...so if teeth are showing, maybe you should make mess with them a bit. Maybe make them yellower, or missing teeth...or large cavities...whatever.
I'm definately not an expert on goblins, so do whatever you feel is right.
*Edit* I think having an animation of the goblin being concentrated on itching it's ass...then looking up at the 'camera' with a dull, witless look on its face...as if it didn't know people were watching...I think that would be funny.
Its been awhile since this thread died, but I figured I'd put up the 'final' goblin image for the hell of it. Might as well share. :D
Same pose as from that last picture, but just up close. I liked that pose too much and figured I'd just call it good on the Gobbie. Model done in Max, textures and post done in Photoshop. Lost track of the hours of work, and it's been weeks since I've even touched this project. Figured I'd just get a nice final image to show instead of letting this character disappear. It ain't a perfect job by any means, but I've got too much on my plate as far as 3D projects go (I'm working on a model of my own head, heheh..) so I just don't have the time to fidget and fix any little texturing errors or whatever.
http://img252.imageshack.us/img252/5636/gobbiepostxt5.jpg
Celastin
04-06-2007, 11:54 PM
Naked sad gobbie!
Just posing him in different ways to find those bugs in the rig. I saved this render 'cause it made me laugh. The pathetic look and pose reminded me a little of that puss in boots scene from Shrek.
Anyways, as far as I can tell, I've got most of this rigging work done, so if all goes well, I should have some short little vids of him doing stuff. Like blinking. Breathing. Smiling. Etc.
hell i would be sad to if i didnt have a shlong
Fylraen
04-07-2007, 01:42 AM
Cool Goty!
Spinewire
04-08-2007, 04:25 PM
Import him into Zbrush and create the textures and bumpmapping in there, it's really good for organic stuff.
It's easy to add crows feet round the eyes and other fine detail to the face and body using it.
Nice job so far tho, can't wait to see him in motion.
Thanks for the input, guys.
I had thought about Zbrushing this guy quite a bit, but decided against it in favor of practicing hand-painting any displacement/bump maps I might have needed. I ended up not using any displacement, but I was pretty happy with the overall result. Zbrush is pretty badass, though; but I've never used it. He definetely needs more detail refining, but meh.
I'm too caught up on a new project I've been working on for the last two weeks. A model of my own freakin' head. Kinda freaky, staring at something that resembles me more and more every day I work on it. :p
http://img374.imageshack.us/img374/6799/hair3us9.jpg
:p
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