View Full Version : Mouse (Update Final)
04-07-2007, 07:32 AM
...a mutated hairless Mouse. /images/graemlins/smile.gif
04-07-2007, 07:37 AM
Looks good but isn't he missing a crotch? I like the exaggerated muscle structure. /images/graemlins/grin.gif
04-07-2007, 07:50 AM
We're gonna need a big cat! Looks good. Som parts could use some more work, like the ribs could use some curvature and the back looks more like plating than musculature, looks a bit rushed. Keep it up /images/graemlins/smile.gif
04-07-2007, 08:30 AM
Mighty mouse on roids! hahaha its great! I really like the model. It has a lot of character and the head/face is really well done, ears too. Nice sculpting work!
Looks like you used muscle anatomy reference which is good, however you forgot about skin and fat which is almost always stripped away in muscle ref. It looks like he has a negative body fat ratio, rats are lazy scavengers who carry quite a bit of fat for such a small animal. Also note, when body builders have this level of muscle detail (they really don't get this well defined, they would die first) they are actually at their weakest. If your rat is going to be a warrior he wouldn't starve himself for days and be at the point of almost clasping, all the time. Body builders do that for a week ramping up to a competition and it is very damaging, but looks impressive.
Muscle bulk and definition do not always = strength. I would suggest put some fat/skin back on him in some key areas.
Tails, WHY does everyone make tails jut out from the tail bone at a 90 degree angle? Its an extension of the spine/tail bone. Just because we can stand a character up right doesn't mean we get to break their tails. I don't buy the excuse its for rigging either, at a 90 degree angle it just makes it hard to weight correctly where it counts and can cause stretching when you relax the tail.
Check the skeleton of just about anything with a tail if you think I'm nuts.
04-07-2007, 08:35 AM
It's Splinter and Arnolds Baby!
04-08-2007, 03:34 AM
The crotch is on his back /images/graemlins/wink.gif
I definitive work on that
I agree that nobody can archive such a muscle structure. Maybe i overdone it. /images/graemlins/wink.gif But its a mutated Mouse, he had to suffer some crazy experiments for that muscle structure. It should be stylized and i dont really care about that this big muscels are not working for a lot of strength.
I will smooth it out in some areas, to show at least some skin above the muscels. /images/graemlins/smile.gif Maybe i will put some tech stuff at it to show that this are not natural build muscels.
Damn, i should know that tails are an extension of the spine.
How thats suppose to work? /images/graemlins/laugh.gif
04-08-2007, 10:41 AM
The flat round things are connectors that are left from the experiments. The other attachment is for pumping drugs into the body to keep these big muscles working.
04-08-2007, 01:11 PM
it seems you've covered all your bases. damn you!.. until we meet again! L:
04-08-2007, 01:13 PM
nice ! the muscles are a bit too exagerated, and i think that they could be a tad smoother ( look into wrestlers muscles ) Also that thingy in the back its the most cliche thing we usually see in a model...
keep it up /images/graemlins/wink.gif
04-08-2007, 02:23 PM
About the muscles, depending on how he textures it, he could need that level of definition. If he adds hair (painted or alpha) to it, that will make the muscles harder to read and will balance out the definition. Which is a reason all body builders are hairless wonders. IF the character is going to be a regular no hair type, then I can see adding in some stretched skin across some of the muscle creases. Still keeping the crease but adding that stretched skin for some added detail. Might as well start tossing in a few veins also =P
I really like the tech bits, awesome work! Good idea too. I forgot to comment on his spine before (or lack there of) but you covered that and then some =)
04-08-2007, 04:55 PM
i would love this character, if he was the same size as a mouse in proportion to man /images/graemlins/laugh.gif
04-09-2007, 02:58 AM
I think i will try to smooth some less important muscles.
No hair for him, there is still not a solution to make good looking hair in games. /images/graemlins/frown.gif
Stretched skin across muscel creases is a good idea and the veins are a must do but that all means subdividing once more, hopefully that wont bring along some big problems.
...as a mouse in proportion to man?...the mutated mouse is in proportion as big as the man and the man is in proportion as big as the normal mouse! /images/graemlins/laugh.gif
04-09-2007, 06:06 AM
Sub-D in certain key areas not the entire thing, if you are worried about pushing too many polys.
04-09-2007, 09:38 AM
reminds me of these guys:
I agree about the crotch thing... perhaps some metal undies? Could be designed to sqeeze his nuts if he gets out of control /images/graemlins/wink.gif
04-09-2007, 11:16 AM
Smoothed it a bit, streched the skin, made some veins and i made something for hideing the crotch, but it just seems too eyecatching to me. /images/graemlins/frown.gif
Good idea, but it worked with less /images/graemlins/smile.gif
Who are that freaky guys?
Sqeezing nuts is too nasty for me! /images/graemlins/laugh.gif
Very nice indeed, keep it up
04-09-2007, 12:37 PM
Consider revisiting the abs/core. They look more like packs of fat lined up than a strong, defined core. Also, the thighs are too small, especially from the side, for the overall proportions.
Let Mr. Olympia be your guide
04-11-2007, 10:34 AM
Im working ob the abs...now /images/graemlins/smile.gif. The thighs should be like that. The vid is a very good ref.
Btw: Does someone know if a mouse has muscels in his tail? /images/graemlins/smile.gif
04-11-2007, 03:13 PM
no they don't appear to have defined muscles in their tails, only at the base
Mouse muscle ref ala google (http://images.google.com/images?hl=en&q=mouse+myostatin&btnG=Search+Images& gbv=2)
and covering the crotch isn't really necessary. Mice don't have free floating genitalia like humans anyway.
04-15-2007, 05:45 AM
I made some tech strengthening for the tail and the low poly is finished except the tail.
(The high poly is not fully subdivided)
I allready marked the the main seams of the UVW. I hope this placement will result in less ugly seeable normel seams.
American kids are not allowed to see that either. /images/graemlins/wink.gif
is that low poly model also the base mesh, if so try to keep it all in quads next time..
04-16-2007, 08:41 AM
btw those guys are the Biker Mice From Mars! /images/graemlins/smile.gif
04-16-2007, 09:01 AM
Hell no Evil, that would be a mess. Thats the Basemesh:
Biker Mice from Mars! /images/graemlins/laugh.gif
04-22-2007, 02:42 AM
It was a lot of work to mutate it to the low poly. Finally here are some screenshots with normal, AO and basic color:
04-22-2007, 02:48 AM
very nice normal map. I like it.
04-22-2007, 02:58 AM
looks great! now texture!!! :P
04-23-2007, 01:15 PM
...and here is the Texture /images/graemlins/smile.gif
Not finished yet but i think some crits&commments in the progress would be very helpfull.
(The tech thinks are not touched yet and mainly details on some parts of the body are missing)
04-23-2007, 01:27 PM
looks sweet! push the contrasts a bit more, right now i like the diffuse only picture better than the one with normals...
the ears really look good :P and i like the slime coming out of his mouth.
good luck! keep it up!
Too much shading painted into the diffuse. Combined with the normal map it's just making everything black.
Too much specularity on the skin is giving it the Doom 3 "plastic wrap" look.
Needs something to offset the green bit up top, it's pretty unbalanced. Green highlight on the crotch, maybe? /images/graemlins/laugh.gif
Could use something to break up the skin a bit - give it a little noise. Blemishes, dark spots, etc. Looks more like really short fur than skin right now on the arms/legs/head.
04-23-2007, 02:44 PM
I think your on the right track by deciding to paint the diffuse a bit more. I would actually up the ambient on the normal mapped model tone the normal map down just a hair, and actually get a really good spec map going. the Spec is the weakest part right now. Looks sweet.
04-24-2007, 08:34 PM
Cool action figure you have there.
04-26-2007, 01:15 PM
I think normal maps tend to make everthing hard and dirty shaded which is a very bad thing for skin. So, Im useing a skin shader now and i reduced the shadeing in the diffuse and also reduced the specularity, but im still useing a dark diffuse as the spec map:
(Hard surface stuff is still very wip)
04-26-2007, 11:50 PM
Lookin really cool man, those arms look awesome. Only thing I don't like is the green acne on his stomach. It looks natural on his chest but it seems unnatural on his abs. Super minor stuff man and probably just personal preference, keep it up!
05-01-2007, 07:30 AM
Here is the final:
(Using Diffuse, Specular, Specular Power, Normal and Skin weight map.)
Crits and Comments are welcome
P.S. thx Nate
05-01-2007, 01:51 PM
Thats awesome, nice work! I love the ears.
05-01-2007, 02:01 PM
i like his ears, are there some kind of skin shader?
05-01-2007, 02:22 PM
nice! can we see some texture flats:)?
05-03-2007, 08:41 AM
I used the Mental Ray SSS fast Shader.
Here are the main textures:
I found out he looks also nice in white /images/graemlins/smile.gif, so i made a white version with some small changes:
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