Author : Lonewolf


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Patackular's Avatar
Old (#1)
Hello, all.

Here is a concept I am working on at the moment, in between other things. It’s only meant to be so detailed in order to get a general idea for creating the 3D, but any feedback would be great since I’m not very experienced in drawing concepts and I want to get the best out of this design.

The idea is to create a character that morphs between these two designs for a project I’m working on. He’s a kid, that upon eating jelly/jell-o becomes......Jell-ossus/Julk/J-Man...you get the idea.

Offline , spline, 173 Posts, Join Date Oct 2009,  
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Patackular's Avatar
Old (#2)
Managed to make some progress with this, even if it just meant blocking out basic forms.





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Patackular's Avatar
Old (#3)
Face progress:

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Patackular's Avatar
Old (#4)
Progress update:







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Emil Mujanovic's Avatar
Old (#5)
HAHA! That is so rad! The facial expression is priceless.
I dig the subtle texture in your sculpt, is that from using the clay brush?
Offline , veteran polycounter, 3,866 Posts, Join Date Feb 2005, Location Malmö, Sweden  
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CandyStripes05's Avatar
Old (#6)
solid work and good for a laugh - well done : )
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Patackular's Avatar
Old (#7)
Quote:
HAHA! That is so rad! The facial expression is priceless.
I dig the subtle texture in your sculpt, is that from using the clay brush?
Thanks! Yeah, it is. Mainly just trying to build the shapes I want, so it should be a lot smoother in the end.

Quote:
solid work and good for a laugh - well done : )
Really appreciate it
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Umbral's Avatar
Old (#8)
I like the design. It reminds me of Booger Man for some reason.
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Jessica Dinh's Avatar
Old (#9)
Haha, this is funny x] - I like it!
Offline , dedicated polycounter, 1,674 Posts, Join Date Nov 2010, Location Orange County, CA  
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Patackular's Avatar
Old (#10)
Quote:
I like the design. It reminds me of Booger Man for some reason.
Ha, is it the chin?

Thanks, Jessica! (Loving the Villa environment art, by the way)

Last edited by Patackular; 02-24-2012 at 06:03 PM..
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Patackular's Avatar
Old (#11)
Progress update:





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JGcount's Avatar
Old (#12)
This is getting cool. Personally I would reduce the foot size a bit. They look too big imo from the side, and they look like donald duck feet from the front.
Offline , triangle, 386 Posts, Join Date Sep 2010, Location Denmark  
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Patackular's Avatar
Old (#13)
Thanks JGcount, I think I was a little in denial about them being too big.



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Patackular's Avatar
Old (#14)
Hey guys. I am doing some more work on this and I will post some better images, but I have been having trouble with getting my ‘gloss’ map to work, which I assume goes into ‘specular power’.



Whether I try using a Lerp or plugging it straight in, it still comes out like this. Any help with this would be great.

Here is my progress anyway. Hopefully I can get the gloss map working and then get some feedback, which would be gro0o0ovy.





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NeoDement's Avatar
Old (#15)
I'd kill Lerp and use multiply to mess with it's power. Not sure if that's mathematically correct but it seems to work for me. I love this, btw.
Offline , spline, 248 Posts, Join Date Feb 2010,  
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DeadlyFreeze's Avatar
Old (#16)
Na you want to use lerp, your values are just to low. Use constants and not vector parameters (or whatever that is).

The values aren't clamped so you need to set it pretty high(like 30), other wise you get the problem like you have now where it looks like it's reflecting something.

Model is looking great so far, keep at it.
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Patackular's Avatar
Old (#17)
Thanks guys! Although I had found a recommendation for using constant nodes, the ‘Constant’ and ‘Constant2Vector’ nodes didn’t work. Having tried the ‘Constant3Vector’ looks like it is working fine.

So here is my progress and any criticisms are welcome. Some things I still need to do include tidying up the seams in ZBrush and adding all the parts into the specular and gloss maps. Parts like the goggles and teeth are largely untouched.





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Patackular's Avatar
Old (#18)
Anyone?
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Patackular's Avatar
Old (#19)
Hello everyone. Here is an update on my morphing character in UDK. I went for using linear interpolation to blend between textures and hiding/unhiding between skeletal and static meshes for the model morphing.

Still need to work on the textures more, so any critique or suggestions would be great. Apologies for the video play rate, my computer isn't great.








I have uploaded my package and level if anyone wants to take a look. If you play the level in the editor I have set 'E' to trigger the morph and 'Q' for a dodgy reverse morph. I am using the November 2011 build.

http://www.mediafire.com/?ajiqtrnv6fyydyc

http://www.mediafire.com/?rnd5o5ome3m7tmg
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Patackular's Avatar
Old (#20)
Also, I have been trying to get a 'jelly-like', transparency over the big guy's body, but I have had no luck.

I want to try and get the mask I am using for the fresnel effect (red box) to be inverted to use for the opacity mask slot (blue box). I thought I would need a one minus node to invert the mask since it's the body that should be darker than the other parts.



I am using Opacity Mask Blend, which I am guessing is what I need. Can anyone help me with this?
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Patackular's Avatar
Old (#21)
Done some more work on this and any critique is welcome.









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Patackular's Avatar
Old (#22)



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