View Full Version : Malik
02-10-2010, 06:48 PM
Hey all, I wanted to make something that could fit in a sci fi universe. Special thanks to Vitaly Bulgarov's Gnomon DVD which really helped me with proportions and hard surface stuff. Other inspirations were Blizzard's Marine Cinematic and Robotech. C&C always welcome.
02-10-2010, 07:17 PM
Hey man that looks pretty sweet. The only thing that catches my eye is the wrist and fingers. All the other joints have well thought out pivot points except the wrist which looks like it cant decide if its made of metal (and therefore rigid) or some kind of semi organic compound (and supple). The hand has four digits which iworks as you made the middle one wide enough for two fingers to fit, however it draws my eye because its unusual.
Any how great sculpt, keep it up.
02-10-2010, 07:22 PM
I love the sense of weight, it's totally in line with this new mode of thinking I'm coming around to that I call "chunky tech". I'm considering the benfit of making parts of my model outright thicker in general. I have some crits, but they're nitpick at best. Nice post, nice work.
02-11-2010, 04:00 AM
yes!! wow amazing i love this character
02-11-2010, 04:06 AM
Epic, head seems sunken down a bit though.
02-11-2010, 09:04 AM
Model looks great so far, and I think the design is pretty solid. Some of the crits I could give are just the general areas that need to be reworked for rigging. The wrist definitely, and are you planning on making the knee pad just follow the direction of the shin? Or wanting each half to parent to the thigh, leaving a crease in the middle? Looking forward to seeing where this goes.
02-11-2010, 12:29 PM
pretty sweet dude.. get some textures on that thing.. go!
02-22-2010, 11:39 AM
Hey ty for the comments so far and sry for the late post, I've been a little busy,
Grok5620: ty man, I tried reworking the wrist a little for additional movement.
PeterK: thx, I really wanted a good sense of weight for him, I'm glad it shows. :)
makecg: ty ty!
crazyfingers: I tried stretching or elongating the facial features a bit to try and correct the sunken feel.
Gallows: thx! I planned for the kneepad to follow the shin, maybe I could bolt it down on the bottom to convey that a bit better.
jmiles: ty, I dont know if I'll go into textures yet, frankly I want to start applying to more studios and that can be a full time job in itself :). I'll probably come back to him though.
I'll try and post wires soon.
02-24-2010, 09:52 PM
just tweaking stuff right now, here's some more pics and an hp wire.
02-24-2010, 10:11 PM
Man I really like this character, Kinda reminds me of Legend of Dragoon, but a futuristic legend of dragoon.
02-24-2010, 11:37 PM
Great job on this - it looks really good so far. Looks alot like Vitaly's Marine model and has a really cool style. Maybe this is just me, but I'm not exactly sure what those things attached to his back are - at the moment they seem slightly unnecessary and there because they look cool (which they do) - maybe some explanation on these will clear this up.
Aside from that - the face looks great and definitely fits well into the model.
02-24-2010, 11:46 PM
A close of up the helmet should be your new avatar pic ;)
02-25-2010, 12:40 AM
holy shit dude. freakin amazing. cant wait to see some textures on that model!
06-02-2010, 02:29 PM
I took a break, but now I'm ready to finish this one. :)
tehrobster2: thx mang
paulsvoboda: ty, I think you're referring to the vents? Yea, my line of thinking was some exhaust port of some kind for the engine.
crazyfingers: thx yo, it was great meeting you at GDC!
roosterMAP: ty I'm excited to get texturing
Some pics: he stands at 20,000 polys with 2x2048 maps right now, shown with normal and ao
06-02-2010, 03:05 PM
man, very clean bake. what color scheme are you think of using?
06-02-2010, 03:53 PM
I think the mesh is having some odd triangulation issues in areas, some edges look like they need turned - bunch on the boots, arms, some torso, head fins. I think you could go back and refine & sharpen up the highs, and reprocess out a normal for some parts around the knee, image:
those two areas look a little soft, and like they didn't have their normals carried over as well as the rest of the model.
cool shit! cant wait to see it textured :)
That's pretty damn nice! :)
06-02-2010, 04:49 PM
awesome model man! why is the tri count so high, on the low poly?
06-02-2010, 05:32 PM
20,000 tris but it looks like you have smoothing errors all over the place, what did you bake in, and what are you viewing in?
06-02-2010, 06:37 PM
fucking gnarly bake
06-02-2010, 07:08 PM
SouthpawSid: thx, I'm thinking of going a blue and tan color scheme, but with all kinds of dents and scratches.
moose: thanks man! Yea im noticing more bake errors as i go along, not sure how to fix em though. I'll definitely give what you said a try.
MoP: ty, ive been a fan of your work for a while now.
Mechadus: thx mang
raul: Yea I know i could shave it down a heck of a lot more but its a portfolio piece. I've done lower poly counts b4, on this one i sorta just went over the top.
EarthQuake: I baked it in xnormal ver 3.16 and I'm viewing it in 3ds max 2009. He's made up of 24 elements, head, torso shoulderpad, etc with autosmoothed polygroups at 45. Just learning as I go so any tips would be awesome.
well, im new to lp to be honest. but i was taught that when doing folio pieces. it is more impressive to go lower on the count. 20k...im crunching tris on your mesh with my eyes! lol. the high poly looks super awesome tho!
06-03-2010, 09:02 AM
Fantastic highpoly work! The low poly could use some love. One spot that you could reduce is the hinge on the wing. All those inner circles could be collapsed into a one point. I could see why you might keep like one extrusion or bevel inward. I understand it's a portfolio piece so in doing this, it would save some texture space for better resolution! and as a bonus it could be easier to unwrap and fit. Then take those tris and put them back into the outer silhouette.
Try baking with 1 smoothing group over the entire mesh and keep one smoothing. Have you tried the 3pointshader (http://www.3pointstudios.com/3pointshader_lite.shtml) . Use the high quality normals modifier and never suffer in the max viewport again! I'm not sure if it fixes xnormal bakes or if xnormal needs the modifier fix but I do know it will correct xnormal photoshop plugin normals.
Hope this helps!
06-03-2010, 09:14 AM
Rory, even though it is for a your portfolio, you can definitely get the same result without the level of polycount you are at currently. I would suggest taking some more time, reduce and fix some of the casting problems people are seeing and come out with a more impressive portfolio piece. I personally ask this of all my students, as someone who reviews portfolio's I am more impressed with a student understanding what each piece needs poly wise, without going through the roof. As 20,000 is like having a 4096 texture on it, when a 2048 will suffice. Good work, and looking forward to any updates.
06-03-2010, 12:43 PM
raul: thx raul, im starting to change my mind about it. :)
phillip.bailey: no i haven't tried that shader, thx for the link. I'm excited to check it out. Also ty for the tips, they are most appreciated.
Spark: Agreed. I'll see what I can do.
06-03-2010, 02:43 PM
Really cool character man. I like it a lot. Can't wait to see where you take it from here with the texture :)
The only crit I can offer, which I guess is a bit too late in the process, is that the wings seem a bit on the small side to me. With how big he is, and how he probably weighs a ton, they'll need to be much bigger I think in order to support that weight.
Good stuff man
06-03-2010, 04:41 PM
Really cool, man! Keep at it! :D
06-21-2010, 12:32 PM
dang87: thx man, i'm trying not to lose my steam.
Bigjohn: ty, I dig your clansman alot too! The anatomy is just awesome on that guy. The wings here were more to help with gliding than actually lifting him up into the air, while the jet engines would handle that job.
ok hes at 21ktris now instead of quads, i know that's still alot but i'm gonna go ahead and move forward. Started texturing and settled on a color scheme i like. Still a ways to go.
06-30-2010, 08:58 AM
ok, so i thought I had settled on a color scheme but ended up on a red one. Still hafta grunge up the bottom and metal parts, as well as work on a spec, but here's where i am.
06-30-2010, 09:01 AM
Sexy.......looking forward to the speculars :)
The read is Really cool !! Good work !
06-30-2010, 09:17 AM
when metal scratches, is becomes shiner. fix that in your spec.
07-13-2010, 03:53 PM
butt_sahib: thx man!
Flow: thx, i was hoping for that.
roosterMAP: tried to push the scratches a bit, hope ya like.
think i might be done.
07-13-2010, 04:08 PM
Looking really cool man, Nicely done! You have a neat style.
I did like the blue version more though, but that's just personal preference.
Now, since this is a portfolio piece, make sure you take time working out presentation sheets. That is seriously important, can't wait to see what you come up with!
That's one beefy mofo!
Good job so far, keep up!
07-13-2010, 06:08 PM
Looking good! But i wouldn't call it done quite yet.
I did a quick test in PS with levels and wow can that guy look way better than what you have rendered. There is hardly any contrast in those renders. I'd bump up the darkness on the paint colors and darken the metal color. Crank up the contrast on the spec map so that the metal bits really can shine and show what they are made of. This guy can look amazing if you let the details that you have made pop more.
07-14-2010, 11:33 AM
I agree with thegodzero, you can really add a difference between the metal and the dirt and make things pop. Even some deeper color in the face can help. Also, a good way to make work stand out is a nice glow effect in ps, and I see 4 areas that can utilize it. It's a good way to break up things up and create points of interest.
07-26-2010, 07:02 PM
Sorry I didn't post sooner but I've been unexpectedly busy lately, but felt good to come back to this
BradMyers82: thx! I'm not sure what to do for a presentation actually. Always thought less was more but I'll see what I can cook up.
[HP]: thx I wanted him to look right at home smoking cigars if need be.
Thegodzero: after i read your post I went back and tried to bring more contrast to the maps. Great tips btw ty.
Moosey_G: I tried to put more glowy stuff in his armor and i feel like it did create more points of interest, ty. Also i put more silver on his legs to try and break up the red.
07-26-2010, 10:01 PM
I dunno if its just me but i get the impression that he is floating over the ground.
07-26-2010, 10:30 PM
I think the model is. Doesn't look to be quite touching the floor mesh.
07-26-2010, 11:14 PM
whoops, thx guys. :) I did a quick edit and it should look better now.
07-27-2010, 04:48 AM
Looks fine to me now, so I'm assuming the problem is solved, but damn man. I've been watching this one since the get go and I've gotta say I'm impressed. One thing I'd do is either use a brighter red or maroon, or vice versa with the tan trim. But that'd be more personal preference than a critique. Great work dude.
07-27-2010, 10:14 AM
good stuff rory
07-28-2010, 07:33 AM
you still need to work on the speculars more 55joe.... make it more shiny!! push those speculars to really bring about the material differentiation
maybe go about a gloss and reflectivity map aswell
02-24-2012, 09:35 AM
02-24-2012, 09:38 AM
This is looking great, but something about the colors still doesn't feel right.
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