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yeah, good point...
I like the idea of a blue tint or somthin, ill need to throw some tests 2gether in photoshop :p Cheers :beer: |
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another angle shot :beer:
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all of the toys are textured, im just got to work on the ground and also build all the we holes into the ground for wires ect... ill do that now, Here are some renders from different views to see if the night-vision style holds up and looks good at different angles
Cheers :beer: |
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:p
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here are some final shots :p
Added the wee holes at the sides so the characters can acces other parts of the house ;) The comic bok has been moved out further into the middle :p Still to make the big hole, and also add some volumetric lights :p It should be complete this sunday, then its onto the living quaters and the main characters :beer: Woohoo ! |
Looks absolutely stunning Fraser, well done! I have to say though, as cool as the B/W images are, I can't help but feel that your animation will be missing something if you don't do it in full colour - just my personal feelings on the matter, it's obviously your call....
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yeah, your right Kris. I do want to have most of my scene in colour, so what ill do is, the start will be colour, when we are in the boiler room and then when it goes under the ground and you see the characters for the 1st time, this will be all colour, then as it apporoaches the toys it will be in colour and it will convert to night-vision, then once it goes down into there living area it will go back to colour when you see the wee guys dancing away :p
Thats the plan, but ill need to see how it looks when its eddited. This night-vision effect will be created in after-effect in post pro, so it will be easy eough to use the colour originals and make 2 final version and see what all u guys think before hand-in :p Cheers :beer: |
Nice one, I was going to suggest that you tie the two together somehow, but wasn't quite sure how you would go about it. Looks absolutely phenomenal, can't wait to see the we guys gettin their groove on! They going to be break-dancing? a cockroach doing a backspin would be a sight to see! ;)
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ahh, its even better kris, they are playing the dance mat game, but its been converted to the GBA SP, :p so the guy will be goin at it using the D-pad as we would the big arcade version, but it goes all wrong, and yup !! He end on his back-side lol :beer:
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I think the whole look of the stills you have shown so far is seriously cool! Suddenly the project is really starting to come together. Nice going!:attn:
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thx alot for the comments :p
Im nearly finished this scene, only a few effects to add like volumetric lights and stuff, so i should have final renders up sunday night :p Im starting on my 2nd drawing for my Artworks class, so i wont be updating for a while, im saying that, i might update later, depends if i get bored with the drawing :p :beer: |
This is going to be so awesome...I'm so looking forward to seing the hole thing...it's a really greate work:bow:
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thank u H.I.O.M i appreciate that alot :p
Well, i missed the sunday deadline :( im at the finishing of stage for my 2nd artworks drawings, But i will have the scene done for this coming week, and i will be startin my characters this week 2 :p prob around Thursday. (really lookin forward to this) I know this is a 3D thread, but if anybody is interested in seeing my 2 finished artworks stuff then ill post it for u to see :p Cya soon :beer: |
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here is a pic of the volumetric lights beeing applied. The light is coming up from a hole that is used for the wiring to the house lighting in the floor below, so its sorta like lighting shining back up throu the gap :p
Workin on a nice effect the now that will complete this scene :p Woohoo :beer: |
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here is a final render of the gap in the floor leading down to the main living area, im not sure how im goin to join 2 areas 2gether, better get the sketch book out :p
Ladders added for access ect... :beer: |
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hi, here is a pic of the final character, i was goin to start modelling them the now, but i havent got any side views done, so ill work on them 2night and start modelling 2morrow :p
Just started on mg GameBoy Sp there, so ill get some screens up soon :beer: |
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still havent got all the elevation done for my character, so im starting on the GameBoy Advance Sp :p
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lookin good, how about a wire?
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:nod: Yeah, looks great man!
This character model better be good, been waitin to see it done for ages.:p |
lol, ill be spending alot of time on the characters :p
Just need to fine tune the design slightly, its more how parts are goin to be joined ect... But ill hopefully start on the characters 2morrow :beer: |
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the things done, ill get the screen all textured up once i record the movie of the dance mat game. Also get it glowing properly and the we gameboy advance logo ect...
Here is a clay, and wire to let u see the final thing in the flesh :beer: Its really high poly because the camera is goin to be right up close, so the edges needed to be ultra smooth, didnt want to use the smoothing function in surface editor, but ive takin it into the final scene and my comp is running fine, so wont hinder my animation atol, in terms of work-rate. :p |
Why not model it in Sub-d then you can have far less polys and still retain photo camera close up detail.
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well, i feel u get better smoothness in sub-patch, but i supose if u sub-divide your mesh slowley then u would still need alot of polys for the chamfered adges to look very smooth up close, for my animation the camera will be really close, the actual gameboy prob wont fit in the screen for some of the shots so i wanted the edges really nice.
But u do learn as u work, and there were a few times i modelled somthing and then thought of another way to do it with fewer polys, i could go back and re-do it, but i dont really see the point now with it lookin pretty accurate. Ill need to make a start on the characters soon :attn: but all these things i'll remember for the next time im tackeling an object. :beer: |
Not bad, the mesh is quite heavy tho around the edges. Probably wont matter since it's quite a flat object. Looking good.
Whats with the presentation image? lol. |
cheers, well the corners are the most important part, i want them really smooth, i always think u can see the edges when u look at lower poly objects and i dont want that for somthin so close.
The actual corners only have 9rows of polys, the gameboy might look failry simply, but there are tiny we changes in elevation when u look at it closely and i wanted these elevation in it ;) And all the other detail :beer: If ur goin 2 do a job, do it proper :attn: but there are a few incidences where i know i could have saved polys, but u learn from expreience :beer: |
True, I think though if I decided to model everything high poly that you were going to get a close up of I would be here all day.
I don't mind the 3d obvious look, in some cases it's not a bad thing. Because when you push for reality then I feel you are judged extremely harshly, whereas if it's your own nonrealistic design then reality of appearance gets flung out the window. Maybe I should make a thread... naaaa. lol That's all I need, people making me go back a fix more things and spending even more time on it all when I really need to move on. freeking fookering deadlines!:rant: |
lol, u should make a thread..... lol
But yeah, mine isnt a computer game feel so i need everythin thats seen up close to look real. Sayin that thou, this is the only high-poly thing in the scene, the rest of the toys arent, if i did everythin like this then id still be modellin. Ive got the characters elevations done, i was goin to upload them but i think ill mkae u guys wait and just upload actual screens/renders of the actual development, im still thinking of wee details to add to the armour that arent in the drawings, so i dont want ppl seeing an unfinished design, so it will be best to see it as it develops in 3D Cheers :beer: |
OoooOooo. How long do you think it will take you to model these guys? Are they that different they have to be modeled seperately?
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both characters are fairly simmilir, is really just a size thing, and different faces, but im sure ill be able to use certain parts again, arms, legs ect.... :p
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thought id post a wee pic of the character process :p
Ill wait till the head is completly done before next post, but i just thought ud like to seee it so far ;) Cheers :beer: ***Ohh, ive been doing colour tests and im pretty keen on a blueish colour, so i might change the characters to wood-lice, they are usually a bit smaller, but i dont think it really matters what species they are, but the blue colours do look nice :p Ill see what happens :beer: |
Good start on the head so far. I think the eyes have too many polygons...you could probably achieve the same outcome with less polys.
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hi, got a few questions about riggs :p
Can u use bones and segmented parts 2gether well ? below is a wee diagram as to how the actual character was goin to be rigged. Because its an insect the character has an exo-skeleton, so the joints to the arms and legs are goin to be basically like door-hinges, so these were just going to be parented and then the pivot point positioned in the centre of the joint. But ill need to use bones for the spine so that the soft fleshy tummy moves more organic like. So i was just wondering if u can actually set-up your rig like that below, with 3 bones going straight down the spine for body bending and then used segmented parenting for the legs, arms and neck ? Cheers for help :beer: |
Nice Fraser, good combo. I'm actually considderring using pullers with fk in the arms, because I'm used to animating with joints in 2d really i would find it so much simpler. I'll have to check out how to do it.
Like you charcater so far, can't wait to see a clay render of it.:attn: |
Cheers :p prob have a render of both characters, not textured, just clays in about 5days :p
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:p i wasnt goin to post a screen untill i made a clay render, but im really happy with the things so far and thought id post a we pic :p
Im actually finding we niggly problems that i never thought of in advance, the arms connect to the main bodyby joining up with the soft fleshy part in the wee holes, as the arms rotate the fleshy bit will have to pull and stretch with the roatation :headbang: Ill try bones after i get the thing modlled to see what parts need to be changed Things still to do : Back Shell legs Waist belt Boots (action man) ;) Cheers :beer: |
Nice, however if this is the tougher one then wouldnt it be better if you had his arms thicker, they look rather flat.
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yeah, ill fix that now :p
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here is a wee screen, im curently workin on the textures, im doing the whole thing with prodedural textures and weight maps, just thought id upload this screen, finished off the antennas, there in modelling position the now, even when i get a render up they will be pointing straight up, but once i get a rigg on it u will see it much better, they will slope back the way and then curl back forward. :p
they will only go straight like this when he is allerted to somthin or pissed :beer: |
Lookin good, got a wire?
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