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created Mouse (Update Final)
on 04-07-2007 07:32 AM
...a mutated hairless Mouse. [img]/images/graemlins/smile.gif[/img]
crits welcome
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, polycounter,
1,170 Posts,
Join Date Jan 2007,
Location Germany
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created Re: Mouse
on 04-07-2007 07:37 AM
Looks good but isn't he missing a crotch? I like the exaggerated muscle structure. [img]/images/graemlins/grin.gif[/img]
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, vertex,
47 Posts,
Join Date Feb 2007,
Location Finland
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created Re: Mouse
on 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 [img]/images/graemlins/smile.gif[/img]
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, polygon,
502 Posts,
Join Date Nov 2004,
Location Århus, DK
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created Re: Mouse
on 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!
Crits:
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.

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, Polycount.com Editor,
13,917 Posts,
Join Date Oct 2004,
Location Seattle, Wa
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created Re: Mouse
on 04-07-2007 08:35 AM
It's Splinter and Arnolds Baby!
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, triangle,
490 Posts,
Join Date Mar 2007,
Location LA
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created Re: Mouse
on 04-08-2007 03:34 AM
thx all
@ Vylaroth
The crotch is on his back [img]/images/graemlins/wink.gif[/img]
@ nkoste
I definitive work on that
@ Vig
I agree that nobody can archive such a muscle structure. Maybe i overdone it. [img]/images/graemlins/wink.gif[/img] 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. [img]/images/graemlins/smile.gif[/img] 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.
@ ThatDon
How thats suppose to work? [img]/images/graemlins/laugh.gif[/img]
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, polycounter,
1,170 Posts,
Join Date Jan 2007,
Location Germany
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created Update
on 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.
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, polycounter,
1,170 Posts,
Join Date Jan 2007,
Location Germany
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created Re: Update
on 04-08-2007 01:11 PM
it seems you've covered all your bases. damn you!.. until we meet again! L:
draw without greed
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created Re: Update
on 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 [img]/images/graemlins/wink.gif[/img]
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, veteran polycounter,
3,573 Posts,
Join Date May 2005,
Location Portugal
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created Re: Update
on 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 =)
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, Polycount.com Editor,
13,917 Posts,
Join Date Oct 2004,
Location Seattle, Wa
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created Re: Update
on 04-08-2007 04:55 PM
i would love this character, if he was the same size as a mouse in proportion to man [img]/images/graemlins/laugh.gif[/img]
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, veteran polycounter,
4,306 Posts,
Join Date Nov 2004,
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created Re: Update
on 04-09-2007 02:58 AM
thx
@ killingpeople
[img]/images/graemlins/tongue.gif[/img]
@ Johny
I think i will try to smooth some less important muscles.
@ Vig
No hair for him, there is still not a solution to make good looking hair in games. [img]/images/graemlins/frown.gif[/img]
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.
@ almighty_gir
...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! [img]/images/graemlins/laugh.gif[/img]
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, polycounter,
1,170 Posts,
Join Date Jan 2007,
Location Germany
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created Re: Update
on 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.
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, Polycount.com Editor,
13,917 Posts,
Join Date Oct 2004,
Location Seattle, Wa
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created Re: Update
on 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 [img]/images/graemlins/wink.gif[/img]
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, triangle,
383 Posts,
Join Date Oct 2004,
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created Re: Update
on 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. [img]/images/graemlins/frown.gif[/img]
@ Vig
Good idea, but it worked with less [img]/images/graemlins/smile.gif[/img]
@ Maulor
Who are that freaky guys?
Sqeezing nuts is too nasty for me! [img]/images/graemlins/laugh.gif[/img]
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, polycounter,
1,170 Posts,
Join Date Jan 2007,
Location Germany
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created Re: Update
on 04-09-2007 12:03 PM
Very nice indeed, keep it up
tim
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, triangle,
280 Posts,
Join Date Oct 2004,
Location Denmark
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created Re: Update
on 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
http://youtube.com/watch?v=jhA3KKfEslU
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, veteran polycounter,
3,304 Posts,
Join Date Oct 2004,
Location Denver, CO
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created Re: Update
on 04-11-2007 10:34 AM
thx
@ cholden
Im working ob the abs...now [img]/images/graemlins/smile.gif[/img]. 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? [img]/images/graemlins/smile.gif[/img]
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, polycounter,
1,170 Posts,
Join Date Jan 2007,
Location Germany
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created Re: Update
on 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
and covering the crotch isn't really necessary. Mice don't have free floating genitalia like humans anyway.
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, dedicated polycounter,
1,575 Posts,
Join Date Oct 2004,
Location San Francisco, CA
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created Re: Update
on 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.
@ Vailais
Thx
American kids are not allowed to see that either. [img]/images/graemlins/wink.gif[/img]
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, polycounter,
1,170 Posts,
Join Date Jan 2007,
Location Germany
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created Re: Update
on 04-15-2007 06:48 PM
is that low poly model also the base mesh, if so try to keep it all in quads next time..
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, polycounter,
854 Posts,
Join Date Nov 2004,
Location The Netherlands
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created Re: Update
on 04-16-2007 08:41 AM
lookin' good!
btw those guys are the Biker Mice From Mars! [img]/images/graemlins/smile.gif[/img]
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, triangle,
383 Posts,
Join Date Oct 2004,
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created Re: Update
on 04-16-2007 09:01 AM
Hell no Evil, that would be a mess. Thats the Basemesh:
thx Maulor
Biker Mice from Mars! [img]/images/graemlins/laugh.gif[/img]
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, polycounter,
1,170 Posts,
Join Date Jan 2007,
Location Germany
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created Re: Update
on 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:

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, polycounter,
1,170 Posts,
Join Date Jan 2007,
Location Germany
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created Re: Update
on 04-22-2007 02:48 AM
very nice normal map. I like it.
portfolio - available for freelancing
" Inter arma silent musae"
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, triangle,
272 Posts,
Join Date Dec 2006,
Location Slovakia
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