OKX's Posts
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i basically extrude faces along paths, then use a lattice to modify the shape to curve around the shoulders.
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hi guys back to work. the deadline is a few days away. @kazuna looking real good and natural. still loving the definite african feel to him. i swear that guy lives on my street...lol ok, so the next shots show the process of modelling the shoulder protectors
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@prince True. Maya has a steep learning curve, but if you manage to hang in there long enough to scale it....the possibilities are immense. Ofcourse it also depends primarily on what one wants to achieve. Lots of developers are coming up with easy to use solutions for basic 3d tasks. I also love that blender is open source, and has a rapidly growing user community. |
@fighal You can try earlier versions of Maya, if you can find them. The later the version, the heavier the system specs required. @trigbosa I meddled with blender but it didn't quite suit me so I can't say much about it. 3d task ŕequirements are vast, so you rarely have a single software that excels at every task. Sure you can do everything in Maya, but some other software have taken specific tasks and focused on them primarily, making them pretty good tools and most time simpler and more efficient to use. And the interaction with each other has improved vastly. Mudbox for instance comes with the Autodesk Entertainment Creative Suite which also contains Maya and Motionbuilder, and you can send models across softwares easily and have any changes update instantly. Mudbox offers several advanced modeling and sculpting features that would b a hassle in Maya to achieve. It even allows you model and sculpt in layers (similar to photoshop layers) and it feels natural to use. I hop among d best software I know to achieve a specific task. It saves me time and improves the general output. Motionbuilder for instance gives you real-time playback when animating characters, something almost impossible to achieve smoothly in Maya for heavy scenes, without playblasting. U get? |
i forgot to add, from the start before i start modeling i use the distance tool to specify the height of my character. when working to real world scale, u generally get better results both when solving and when rendering. this character is roughly 210cm roughly 6 foot 9 inches
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now that i have the base model, i will proceed with the other accessories and clothing. i will work on the fly, drawing ideas from the Chaac model and modifying the elements as i see fit. |
finished with tweaking in Mudbox. whatever else i wanta add, i will do using maps. i sent the model back to Maya as a new object, so i can create/transfer the normal map from it to the lower resolution version.
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@fighal i am using Maya for this project. the model is set to be exported to Mudbox for more detailing. if the model was going to get really close to the camera, i would opt for zbrush, but for this i chose Mudbox. i find it simpler to use, and the controls are similar to those in Maya which aids me work faster. i open and use various reference images for the musculature. since this is my creation, i am being freer in interpreting the looks of the model. ordinarily, i would create and follow a strict image plane
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i work on half the model, duplicating the other half as an instance, so that any updates on one side are reflected to the other side. that gives me an overall feel of everything. eventually i will mirror the geometry across the relevant axis, and slightly tweak the other side to avoid perfect symmetry.
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increasing the resolution and continuing the modeling of the hands and legs
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showing a turnaround of the head with the helmet/mask. starting to rough out the torso
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the next set of shots r pretty self explanatory. they merely show the progress of the work
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@fighal ok, thanks for the info. I would also suggest you take time out and practice creating models from scratch, it makes for a better rounded artist. ok, update....been up most of the night started with the armor that protects the neck
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@maestro Yes it can, if u mean 2d animation. But it has its unique limitations, vector based software usually work better. |
@fighal Nice. What software is that? Is that a generated model or did u model from scratch? Would be nice if you joined this challenge, you would increase your knowledge base. Cheers |
Great job guys, loving the flow. @tirigbosa I try to make my edge loops flow along the lines that I want them to deform, hence the circular form. @kazuna Looking great already. If that was via sculpting, then you'd be a natural for zbrush or mudbox. I love the African feel about his features. @prince Awesome! Great edge flows! You would excel at a low poly contest. You fit in a lotta detail with minimum polys. Can't wait to see him detailed. I had to take a break but will toy with my model for a few hours now. Good job guys! |
Pls feel free to ask any question and comment. This is strictly a learning thread. No question is out of place |
I alternately hide and show the model of the head as I model the elements of the mask around the head. I foresee this as being a high res model (since we didn't set a poly-limit), but i will use a combination of textures, normal and displacement maps to create the more intricate details.
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beginning with the nose piece and extruding out to form the base of the stylized palm-tree.
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starting on the mask, with the low res head model as a reference to build the mask around. i didn't draw a detailed reference for any of the models, since i am also freestyling as i work.
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okay, so i started last night. I created concept art for my character and his helmet/mask, drawing inspiration from the palm frond thingy. I had started on the head model when i remembered that most of it would be hidden by the mask, so i stopped and switched to modeling the mask instead.
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@kazuna yeah, according to an online post on Ogun, he attired himself in fronds. I will use the Chaac illustration as a base reference and still slightly modify him to reflect Ogun traits. I will commence today. Below is my rough workflow outline STEP 1: Collect all the reference material I can get on Chaac. STEP 2: Modify and create image planes for my main character model. STEP 3: Create separate image planes for his accessories, mask, shield etc. STEP 4: Model main character without accessories. STEP 5: Model accessories. STEP 6: Lay out UVs. STEP 7: Texture. STEP 8: Rigging. STEP 9: Animating to our script. STEP 10: Rendering or Playblasting. Happy modeling, will post step by step updates. Remember we have just a week. |
OK then. Work officially commences from tomorrow. Let's paste lots of shots of our work in progress detailing our technique n workflow. The aim is knowledge trade, remember. I suggest a week, max for this stage. I intend to use Maya and Mudbox for d modeling. |
Hi guys, OK. I would suggest we all model so we can trade tips. We can upload our models n then proceed to rig any or all of them, and then animate to an agreed upon script. I still kinda like Chaaca. But I like the idea of picking a model u like, it's always more fun working on a character u connect with. I'm guessing both of you use blender. I like the teamwork idea, let's see how to implement it during animating. Maybe break down the script and take a scene each. |
Well, hassle is the name of the game. Since no 2d artists seem to be signing on, we can modify the challenge to include creating the model based on the concept art from any image above or any other we choose. That way we can kick off pending any other, willing to join. What say ye? Personally I kinda like Chaaca, he's the God of Rain from the game Smite. That's the chap wielding the axe (the illustration before Shango) |
morning guys. I'm thinking, if no 2d artist joins the character design exercise by the end of the weekend, we may just select a model from any of the images above and proceed to the modeling, rigging exercise. what say ye? |
will check for any concept art that is cartoony. i hope we come up with a unique design that feels African and original, not following the western stereotype.
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just to inspire creative ideas I personally would love to see a more cartoony rendering of a god.
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@princealex you are welcome. the first exercise where we conceptualize and design the character will create the reference art, unless no 2d artists sign up, in which case we can select some challenging concept art off the web. more participants please |
https://www.youtube.com/watch?v=vNqI37skf1o hi kazuna. nice to have you on-board! more interested artists pls? |
I am not well versed on the attributes of Ogun. Pulled the following off the internet, it describes the attributes of Ogun. This can form the guidelines for the conceptualization and design exercise. ATTRIBUTES OF OGUN A hunter. Descended by a spider’s thread. Addicted to the savage sports of hunting and carnage. Doesn’t adjust easily to community life, so he lived at Ori-Oke, the Top of the Hill. After descending from Ori-Oke he attired himself in fresh palm fronds. The pioneer divinity. Iron, steel and any implements made of them belong to him. He gives the finishing touches to the creative work of Orisa-nla. In charge of circumcision, tribal marks, tattooing, and surgical operations. The divinity of war and warriors; artisans, smiths, engineers, mechanics, all engine drivers and machine minders, and all who use anything made of iron or steel. Presides over oaths, covenant-making or cementing of pacts. He demands justice, fair play and rectitude. Implements are metal scraps, wrought or graven; peregun; a rock or piece of rock; tusk or tail of an elephant. Input is most welcome |
Hi artists, Trust we are all doing well and pushing our boundaries! Here's what I propose... a 3-part exercise where interested artists (a) conceptualize and design an African god character (I suggest an African god like Ogun) (b) model the character, and lastly (c) rig and animate the character to a simple script we decide. Anyone may participate, and the key focus is on sharing workflows and learning from each other. We can give a week (or so) to each part of the challenge, also the variety of exercises gives artists with different skill sets the opportunity to participate in some part or all of the exercises. if anyone is interested, please indicate so we can work out the finer details. Cheers PS: This is primarily for personal development, egos should be left at home! |