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View Full Version : Aquadude (in lack of a better name)


Storm
21-03-2010, 02:38 AM
Since this is my first post, hello to everyone ;)

I've been working on this fella for about a week, and would really love to hear what you guys think.
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I've just started working on givin' him a new topology, and I think I am gonna add some (don't know the correct word) swimming skin? under his arms, but I'm not sure yet.
But anyway let me hear what you guys think, CC is more than welcome ;)

oglu
21-03-2010, 02:46 AM
i really like these creature...
specialy the soft and hard forms playing together...!

harford
21-03-2010, 04:06 AM
Very interesting character! A strange humanoid fish frog mix.

Storm
21-03-2010, 08:48 AM
@oglu
Thanks man! Glad to hear that it worked out alright ;)

@harford
Haha, thanks man, glad to hear you like him ;)

I got an update ready, like I said I started working on the topo:
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Once again, CC is more than welcome.

PascalR
21-03-2010, 09:09 AM
:welcome:here Storm!

I love this character, great shapes and design. only the tail shape (fin) might need some break up on the edges, but could be done with opacity, also I would add a bit more volume to the gills so that they read more on the character silhouette.
Topology wise, are you going to do some facial animation? If so I would get the lower lip resolution match the upper lip more or less and increase the density on the chin area as well. The upper lip is getting some tight edges coming from the horns, I would avoid this and keep the resolution more even around the mouth.

Excellent work, I am glad to see your work hereclap

Manuel Poehlau
21-03-2010, 02:45 PM
Very funny character :D
Do you want to texture the model?
Looking forward to see more!

Storm
22-03-2010, 11:05 AM
@PascalR
Thanks! really glad you like him ;)
And I am definately with you on the tail, I'll try to keep it more "fin"-ish, and the gills as well, I'll make them stand out more as soon as the topo is done.
As to the topo, no not planning any animation, but great info, cause I'll be doing a lot of characters for a shot film soon, and since it will be my first characters made to be properly animated, stuff like that is gold to know :D
So I took what you said, and hopefully it helped.

@Manuel Poehlau
Thanks man!
Yeah, textures is definitely on my to do list, though I ain't exactly no great texture artist I'm afraid :D

So, as and end to my poly-pushing weekend, todays work:
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Let me hear what you guys think ;)

pitiwazou
22-03-2010, 10:31 PM
Good work, I like it !!

Intervain
23-03-2010, 01:42 AM
haha I like his face :) cool character

EmmCha
23-03-2010, 03:52 AM
Really nice design. I`m waiting for textures and colors.
:thumbsup:

jasonlin
23-03-2010, 06:19 AM
lovely character..the sculpt is nice
and second to Emmcha....give him some colors:bouncy:

Storm
23-03-2010, 12:04 PM
@pitiwazou
Thanks! Glad you like it :D

@Intervain
Thank you ;)

@EmmCha
Haha, thanks!
Texture will be coming once I get the topo wrapped ;)

@jasonlin
Thanks, good to hear, and like I said, texture is on the way!

Thanks for the comments guys, really appreciate it, I'll try and get an update ready soon.

nightwoodwolf
25-03-2010, 06:34 PM
cool character

Emanuel Da Silva Luz
30-03-2010, 01:34 PM
hehe nice design i like this one alot keep it up very clean:)

Storm
31-03-2010, 02:40 PM
@nightwoodwolf
Thanks man, glad you like him ;)

@Emanuel Da Silva Luz
Thank you, and I'll do my best ;)

I havn't made that much progress, but the topo is done, so next step is to project the details and start finishing the model up, and then some textures.
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Let me hear what you guys think.

PascalR
31-03-2010, 02:44 PM
Topology looks good! You may want to add more edge loops on the fingers in order to pose them more easily, but looking great so far.
Can't wait for the next update :thumbsup:

Storm
02-04-2010, 09:00 AM
Thanks ;)
I'll add some extra loops :D

pyrokinesis
03-04-2010, 04:00 PM
Awesome character design, I can't wait to see more...

Storm
05-04-2010, 09:52 AM
Thanks!
Really glad to hear you like him :D

Unfortunately I won't have any updates ready for at least a week or so (I kinda "forgot" to do a shitload of homework :S)
But more will definitely come!

PascalR
12-04-2010, 01:07 PM
How is it going with the texture on this little fellow? I'd love to see some updates, that's a really cool design you have here :D

Storm
13-04-2010, 07:46 AM
Thank you pascal, that was a very encouraging comment! :D
Which is exactly what I need, because right now, the thing keeping me back, is technical issuses...:banghead:

I've been having some serious problems projecting the details to the new mesh, though I think I might have finally gotten a result that looks somewhat usable, I just lost a lot more details than I like, and its gonna take a lot of fixing to get right :S
But I'll keep at it, and hopefully I'll get everything fixed.
Once again thanks for the comment, really appreciated ;)

PascalR
13-04-2010, 08:50 AM
I've been having some serious problems projecting the details to the new mesh, though I think I might have finally gotten a result that looks somewhat usable, I just lost a lot more details than I like, and its gonna take a lot of fixing to get right :S
;)
Are you trying to extract displacement maps from your old HD model to the new cage ? I would use Mudbox to do this, using 32 bit maps you shouldn't lose any detail.
Cheers!

P.

Storm
13-04-2010, 09:05 AM
Thanks for the tip ;)
No I'm using zbrush, and is using the project sub-tool function, I tried the zproject brush, but this created even more problems.
And unfortunately mudbox is not an option, since I don't own it.
And the lost details I was talking about was from strange artifacts that showed up, when I tried to project the details.

PascalR
13-04-2010, 09:30 AM
In your case I would still try to download the MB trial , extract the maps and redisplace your model in ZB to check everything is fine.
Good luck!:thumbsup:

Storm
13-04-2010, 08:58 PM
Okay, if I find that the zbrush method is just not working at all, I'll give mudbox ago. And thanks for the help Pascal :beerchug:

Storm
16-04-2010, 08:17 AM
Things started working out, and I tweaked a bit, added some details and started texturing:
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Let me hear what you guys think, cc is as always very velcome ;)

PascalR
16-04-2010, 09:01 AM
Glad to hear you managed to get your details back to your new topology, looking great:beerchug: Nice base color, looking forward to the next update on textures!

Cheers

Pascal

Storm
16-04-2010, 10:44 AM
Thanks pascal, good to hear!

Storm
22-04-2010, 05:10 AM
I haven't had much time this week, but I've made some progress on this fella.
I'm not really that good at textures, so any cc or suggestion are more than welcome ;)

Edit:
wow the attachment quality was really bad http://www.frederikstorm.dk/images/doodles/wip/small.jpg

PascalR
22-04-2010, 09:04 AM
The overal tone looks nice, I would add more contrast between the 2 main colors, and probably sample/project fish, seals,etc textures to get some more texture detailing.
Keep it ut :dance:

Storm
23-04-2010, 06:18 AM
Thanks, will do ;)
Sure thing, I tend to get a little nervous about the texture, and I always end up making it much more toned down than intended. But I'll see what I can do about it, it definitely need more contrast.

PascalR
19-05-2010, 12:49 AM
Come on Storm, you gotta finish this one ;)
plugged!

Storm
19-05-2010, 05:52 AM
Thanks Pascal :D
I promise you, I will finish him :D
I really really want to, I've just been up to my ears with my final exams, these last couple of weeks, and properly will be for at least the next 3-4 weeks (Can't wait till I done with them!).

Once again, thanks for the plug really appreciate it!

Ken
19-05-2010, 06:51 AM
hey storm!
congrats for top row thread! I'm also looking forward! keep it up :bouncy:

Manuel Poehlau
19-05-2010, 02:06 PM
Come on Storm, you gotta finish this one ;)
plugged!

Agree, i want to see this guy fully textured and rendered :)

Storm
20-05-2010, 03:31 AM
@Ken
Thanks Ken, I hope I'll get some time to work on him soon ;)

@Manuel Poehlau
I'll see what I can do ;) Though I think I might have to go with the zbrush render (its gonna take a lot of tweaking to get it right), as my only other render option at the time is blender. And Although I've been using blender for quite a few years, I still can't get decent render results.