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-MM-
02-11-2009, 08:05 PM
hi everyone, i stumbled upon this cool forum a while ago and wanted to share some new stuff that i been working on to upgrade my portfolio.

here are some recent mudbox sculpts

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PascalR
02-11-2009, 08:49 PM
Love your sculpts! clap
The beast torso looks great!!
Really nice models, Are you planning on doing some texturing and renders?

Thanks for sharing these and welcome! :welcome:

P.

collings
03-11-2009, 04:12 AM
Great models Mashru, i dig the asymmetry in the torso of the beast :) It's quite of funny to see those narrow hips on such a big upper body but it works well.

-MM-
04-11-2009, 07:22 PM
thanks guys.

@ Pascal, i plan to texture them but at game resolution. my plan is to right this character for a small morph test. currently i have the low poly modeled, normal maps baked and hocked up some set driven keys to test the normal map blending with blend shapes.

hope this video work:

http://www.youtube.com/watch?v=3lujJSpwDYg

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PascalR
04-11-2009, 07:24 PM
Brilliant! thanks for sharing the morph animation test:beerchug:

andreja
04-11-2009, 11:44 PM
Hey Mashru,
Beast look awesome. Keep pushing!

collings
05-11-2009, 04:54 AM
sweet the morphing is working great :)

gkaine
05-11-2009, 11:12 AM
great job mm. your work is improved so much since last time i saw!

mindwork3d
05-11-2009, 06:56 PM
beautiful sculpts MM :thumbsup:

-MM-
24-11-2009, 05:04 PM
got the textures done. mostly painted in photoshop with not much photo sources. only used a tile skin texture and painted details by hand. the white markings were painted in mudbox.

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PascalR
24-11-2009, 05:27 PM
Great to see the progression on those! Nice color textures, thanks for sharing
:dance:
cheers

P.

collings
25-11-2009, 08:07 AM
great update MM :)

drummermenco
28-02-2010, 06:45 AM
really cool! I love the blendshape animation! would be cool to see it gradually transform in different parts of his body

sebcravoisier
28-02-2010, 06:57 AM
great idea! drum...
that a beautifull works! very smart!!! like pascal said thanks for sharing!

Manuel Poehlau
28-02-2010, 02:22 PM
Very cool. Would like to see the morphed + textured version .

weiluntsai
28-02-2010, 04:24 PM
damn!! bad *** stuff!!

keep it up and thanks for sharing:p

Mrguy
10-09-2010, 09:58 PM
Sorry about reviving this thread.

Great work! Love that beast character.

Had one question. How are you able to blend between those two meshes? I'm only familiar with duplicating the geometry making modifications to the new mesh and then using that as a blend shape.

pitiwazou
11-09-2010, 07:28 AM
Yes, very good work !!

ErinN
12-09-2010, 05:52 PM
Hi MM,

Your monster sculpt is so gnarled and interesting! Both the silhouette and the details are great and it keeps my eyes moving around to all the different parts. There is a lot to enjoy and the eye doesn't sum it all up right away and move on, which is rare. Great morph!

I hope that you post more.

Best,

Erin.

-MM-
22-09-2010, 05:41 PM
sorry Craig, i havent been active on forums lately.

anyways i posted this guy's work flow in another forum so i am just gonna copy/paste that there. let me know if you have further question. hopefully i will get motivated to make a morph video of the textured version.

1. create a good base mesh for the human model considering that the human will be re-sculpted to a bulkier beast later on. so i basically added more edge loops in places like the face and hands and feet.

2. sculpt the human version in mudbox

3 take the human sculpt, modify its muscle mass and just make it into a beast all inside mudbox.

4. in topogun retopo the beast model while keeping in mind that same mesh has to be conformed to the human model. i made the beast first because his silhoutte is more pushed than the human's. so what ever re-topo i do for the beast should work for the human since the human has less surface variation.

5. export level 3 sculpt mesh of both the human and the beast as obj

6. in maya create a blend shape from the level3 of the beast to the level 3 of the human(this works because both of them were sculpted from the same base mesh created in step 1).

7 import the beast re-topo mesh in the same maya scene as the blend shapes.

8 assign the blending beast-to-human model as a wrap deformer to the beast retopo model. when blended to the human, the beast retopo also blends along with the level3 beast model and this gives the beast retopo model in the human form.

9 export out the human formed models to topogun and adjust that mesh for any unusual distortion.

10 export the human retopo

11 now create a blend shape between human retopo and beast retopo

12 export out the human retpop and beast retopo mesh for baking two normal maps

rest is setting up some set driven keys to blend normal maps in the same time i do the blend shapes between the human and the beast. i used "blend clolor" node in maya to blend the two normal maps.



Sorry about reviving this thread.

Great work! Love that beast character.

Had one question. How are you able to blend between those two meshes? I'm only familiar with duplicating the geometry making modifications to the new mesh and then using that as a blend shape.

rasmusW
23-09-2010, 12:47 AM
hi mashru!

thanks for the rundown on your progress for this. a lot of export/import -hehe..
both models looks really good.

hope to see something new from you soon.

-r