Scottj3d Posted July 6, 2005 Posted July 6, 2005 I was playing around in AM saturday night and just got an inkling to make this just to see how close I could model a realistic one and a couple of hours later I had this. In AM it's a breeze. I'll be getting his eye's and dentures in soon and decaling. I have a little bit of smoothing to do yet I figure it'll be fairly easy to rig. Any body got any tips on how to create "murky" water. Quote
jfirestine Posted July 6, 2005 Posted July 6, 2005 I like your shark, nice modeling. Can you post some wireframe images? I tried the same thing a while back... link Keep us informed of your progress. Looks good! Quote
thejobe Posted July 6, 2005 Posted July 6, 2005 hes a very happy shark with the face its looking really good should look awsome when its complete Quote
Kamikaze Posted July 6, 2005 Posted July 6, 2005 I like, I like.....keep up the good work and I look forward to seeing an animation of it sometime.. Michael Quote
Scottj3d Posted July 6, 2005 Author Posted July 6, 2005 I like your shark, nice modeling. Can you post some wireframe images? Thanks for the comment's. Here's the #2 view. Quote
Scottj3d Posted July 6, 2005 Author Posted July 6, 2005 And from the #5. I plan to post the model for the community when it's finished. Quote
johnl3d Posted July 6, 2005 Posted July 6, 2005 try volumetric lighting for murky water i used it with my goldfish long ago http://www.geocities.com/johnl3d/ click on pictures in menu Quote
DarkLimit Posted July 6, 2005 Posted July 6, 2005 Scottj3d - I like your shark very nicely modeled....... thanks for sharing......... Quote
Admin Rodney Posted July 6, 2005 Admin Posted July 6, 2005 Scott, That's a pretty cool looking shark. I like him. I think the teeth will determine if he is a happy shark or if he just wants to eat us. Joseph, I don't recall seeing your shark before. Thanks for the link. That one got away from me. Rodney Quote
Scottj3d Posted July 6, 2005 Author Posted July 6, 2005 try volumetric lighting for murky water i used it with my goldfish long ago Yeah, that is what I was looking for. I want to have him "fade" in from an inside a cage point of view as he approaches it and I think that will do it. Thanks for the comments everybody! I mostly extruded to form the body and the fins were done the same as you would do legs on a terrestrial animal by creating a hole and extruding then closing the end's or tip's. The teeth will be a patch with a cookie cut decal so I can copy/paste to create the layers of replacement teeth. A bump will make the gills. And a color map for the final body pigments. A fairly easy and fun project. Quote
Mr. Jaqe Posted July 6, 2005 Posted July 6, 2005 dan dan dan dan dan dan dan dan DA!! da! DA!! da! IIIIIH!!! A SHARK!! nice model, few splines, but what's that... "line" on the side of his belly? I don't know much about sharks, but is that s'pose to be there? Also: Is a shark usually that happy? Quote
Scottj3d Posted July 6, 2005 Author Posted July 6, 2005 dan dan dan dan dan dan dan dan DA!! da! DA!! da! IIIIIH!!! A SHARK!! nice model, few splines, but what's that... "line" on the side of his belly? I don't know much about sharks, but is that s'pose to be there? Also: Is a shark usually that happy? Nice music Joakim. I thought you might say something about it's belly:) Actually I think you mean the "creased" area about halfway between the top and bottom in the gray color. That is the Lateral Line found on all fish. Sort of a sensor array if you will where they pick up vibrations and smells etc. Sharks also have extensive sensory organs in thier nose or snout as well. I'm posting my reference pic to show the LL.(I borrowed it from a website and hope I am not breaking any copyright laws by posting it. All credit for the pic belong's to Steven Brunson) If you mean the second set of fins towards the rear, that's the ventral fin and still need's to be tweaked a bit. The mouth will be tweaked a bit once I get the denture work done but great whites do have a kind of sinister smile on thier faces. Quote
Scottj3d Posted July 7, 2005 Author Posted July 7, 2005 First shot at the upper teeth. I need to do some adjusting to close some gap's but the cookie cut looks like it'll work. Quote
RViewer Posted July 7, 2005 Posted July 7, 2005 Looking Good! And your going to give it to us for free? I am going to have to come up with a gift idea myself... Quote
Scottj3d Posted July 7, 2005 Author Posted July 7, 2005 Looking Good! And your going to give it to us for free? I am going to have to come up with a gift idea myself... Yeah! I got thinking about some recent topic's and to be honest...people here are very helpful and alot of the stuff I do (so far modelling) is partially the result of the "Free" help I have had access to on this forum not to mention inspiration. Before I came here I could only imagine how the textures got applied to a model but when you look around and see other people demonstrating how to do it suddenly it's "easy" and your skill's improve. I've reverse engineered a few freebies myself. It'll be neat to see what people do with it and also a way to give something back for anybody who might be interested in using it. I can just see Thom swimming along and then the music intensifies and........ After I build it it'll probably sit on my harddrive wishing it were swimming through murky water's eating any model it can find with flailing appendages. For me the enjoyment comes from building it and although I am slowly getting into rigging and animating when I finish the building process I'm already thinking "I want to build this next" or "back to one of the other 5 models I am working on" So yeah this one is no strings free when it's done. Sides it'll be a good primitive for making other species. It wouldn't take much modification to turn it into a hammerhead or mako. Quote
thejobe Posted July 7, 2005 Posted July 7, 2005 sweet!! you rock!!! man i still love the smile kind of creepy in a way but still it rocks!!! Quote
Scottj3d Posted July 8, 2005 Author Posted July 8, 2005 Here's some chor render's. I'm starting to rig him now but anyone who uses it may want to upgrade or replace the rig as I am not an accomplished rigger. It is a basic rig say like an arm with the tail being the shoulder and the snout being the hand and the jaws being a couple of bones parented by the hand. no constraints or smartskin. Still gotta pop some eye's in it. Quote
Scottj3d Posted July 8, 2005 Author Posted July 8, 2005 Rear angle. The ventral fins still need some shaping (tweak cp's) Quote
Scottj3d Posted July 8, 2005 Author Posted July 8, 2005 And after crest whitening strips. This was a quickrender screen shot from the modelling window. The jaws will tuck up to the mouth opening better once I tweak them and the tooth patches in. Quote
jamagica Posted July 8, 2005 Posted July 8, 2005 Scott, I could rig it for you gladly if you are willing to donate the model Quote
thejobe Posted July 8, 2005 Posted July 8, 2005 man that turned out better than i ever thought it would!!! and he still smiling!!! i love it! Quote
Scottj3d Posted July 8, 2005 Author Posted July 8, 2005 Scott, I could rig it for you gladly if you are willing to donate the model Let me tweak it a bit more and get the decals on it and I'll post it this week-end. I'll leave the current rig in place (feel free to delete it) and get my groups cleaned up so that assigning cp's will be easier. I have it set up so you can hide the various part's. Mainly the body is seperate from the jaw's to allow for a cleaner view of them while assigning. I found that selecting the jaw's in modelling mode and hitting the H key then switching to bones mode eliminates the confusion as the upper and lower jaws on a real shark move independant of the body in a bite so they can take bigger chunks out of prey. The external mouth opening doesn't "clamp" down as much as the actual internal jaw's. I guess the best way to describe it would be like having a percentage constraint on a bone B to orient like it's parent bone A which is parallel to it = Quote
Scottj3d Posted July 8, 2005 Author Posted July 8, 2005 man that turned out better than i ever thought it would!!! and he still smiling!!! i love it! Thanks Jason. Two years ago this mesh would most likely have been so dense it would have made a good net. One of the things I "try" to do as we all do is get the most shape from the least splines. It should look much better once I have it decalled. Quote
thejobe Posted July 8, 2005 Posted July 8, 2005 wait thats not even decaled! man i must be doing something wrong lol. my models are nowhere near that good before textureing, even some of them afterwards are not that good lol, but im still learning Quote
Scottj3d Posted July 8, 2005 Author Posted July 8, 2005 wait thats not even decaled! man i must be doing something wrong lol. It takes time and practice, you can select groups and give them a color in the properties but from what I've seen of your space hardware you already know that. this is a much simpler shape so it's easier to do. I tried to lay out my splines so that I could use the diffuse color's(in this case with only a color and no specularity etc.) as my guide.When I do my screenshot of the flattened mesh in shaded wireframe view I'll know basically where to transition from dark to light. (I use Jim's technique from his vid tut's as I don't have the UV editor figured out yet even with the tut's I've studied) I haven't seen any vid's which would make it easier:( It's the stamping on a patch and replacing the low res image with the higher res one in the PWS that I don't get. But Jim's tut's are still a great way to decal and I'm comfortable using it so that's what I do. Quote
Scottj3d Posted July 8, 2005 Author Posted July 8, 2005 Ya'll knew I had to try this!... I gotta quit goofin around:) Quote
Scottj3d Posted July 9, 2005 Author Posted July 9, 2005 As of 2:20 eastern time friday night. Still refining the bump and need to cover the fins but it will be done hopefully tomorrow. Quote
Scottj3d Posted July 9, 2005 Author Posted July 9, 2005 Heres the current state of the model. Tried adding some scratches with the bump but still need to work on that (the scratch below the nostril looks like a second nostril). There is some funniness with the decals as the fins are a different shade than the body. The body and fin map's are matched for color but in the render the look to be different. Might just be the lighting but I'll be refining it still more and post the updated version later. Quote
Scottj3d Posted July 9, 2005 Author Posted July 9, 2005 Here's the model in the last post. I burned the zip to disk and put it into my internet machine and it opens fine. You'll have to direct AM to the decal folder for a couple of the decals but they are all there. Hope everybody who want's it enjoy's it! Pointer2.zip Quote
Kamikaze Posted July 10, 2005 Posted July 10, 2005 Thanks Scott, nice model ,youve really done a nice job with it, I may just have to make a 3d remake of Jaws with that one... Michael Quote
nimblepix Posted July 10, 2005 Posted July 10, 2005 Thanks Scott. This will be fun to play with. Quote
Scottj3d Posted July 10, 2005 Author Posted July 10, 2005 Glad you guy's like it. I'm bumping up the resolution on the decals and tweaking the jaw's a bit. I want to give him some battle scars. My original bump was too small and the scratches became dimples and the color is too pixellated at close range.I'll post it in a few days. Thanks! Quote
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