zandoriastudios Posted September 8, 2012 Posted September 8, 2012 Haven't posted a work-in-progress for a while...Started modeling the hyenas in V17 Quote
largento Posted September 8, 2012 Posted September 8, 2012 Cool! Already drooling at the thought of seeing animation of Tar fighting a couple of these guys. :-) Quote
Hash Fellow robcat2075 Posted September 8, 2012 Hash Fellow Posted September 8, 2012 Looks great. Looks a bit Egyptian even, maybe it's the T-pose that does it. Quote
*A:M User* Shelton Posted September 8, 2012 *A:M User* Posted September 8, 2012 Great use of splines, quoting Gene, Awesome. Steve Quote
zandoriastudios Posted November 1, 2012 Author Posted November 1, 2012 Some more progress...I'm into the CP weighting now Quote
johnl3d Posted November 1, 2012 Posted November 1, 2012 Looks like he is happy posing.......Nice modeling as usual Quote
Kamikaze Posted November 1, 2012 Posted November 1, 2012 ZS Now that's neat ! I can just hear that...so called l laugh....... Quote
Fuchur Posted November 1, 2012 Posted November 1, 2012 Really an amazing model or better to say character ... no textures and with wirframelines and I can still feel all the personality (the evil one ) in him! Love it! See you *Fuchur* Quote
Xtaz Posted November 1, 2012 Posted November 1, 2012 I missed this topic ....amazing model Willian, as usual... Are you intending to use some kind of hair/fur or just textures ???? Quote
zandoriastudios Posted November 1, 2012 Author Posted November 1, 2012 It will mostly be textures, but I will will use hair to break up the silhouette Quote
Admin Rodney Posted November 1, 2012 Admin Posted November 1, 2012 I couldn't resist trying to draw this guy again but a little closer to your model. Apologies for the liberties I've taken. When drawing this I was thinking 'saturday morning cartoon'... Quote
John Bigboote Posted November 1, 2012 Posted November 1, 2012 Outstanding minimal SPLINESMANSHIP! Quote
zandoriastudios Posted February 11, 2013 Author Posted February 11, 2013 Here he is rigged with textures! I'm still tweaking the fur...Can I tweak the brightness down? It looks better without casting shadows, but still too much contrast with the surface that is emitting the hair. I'm thinking about giving that group a darker color, then turning down the properties driven map strength that is coloring the hair to see if that will darken it a bit... If anyone has suggestion, I would appreciate it. Quote
Hash Fellow robcat2075 Posted February 11, 2013 Hash Fellow Posted February 11, 2013 Lookin' good. Have you tried FakeAO with the hair? that might help to darken the skin and hair roots. The problem I see is when the surface is angled such that the hairs are pointing straight at the camera and the hair doesn't appear to cover the skin. Quote
Wildsided Posted February 11, 2013 Posted February 11, 2013 Lookin' nice Will, looking forward to some action packed fight scenes Quote
Admin Rodney Posted February 12, 2013 Admin Posted February 12, 2013 Looking good Will! The problem I see is when the surface is angled such that the hairs are pointing straight at the camera and the hair doesn't appear to cover the skin. I believe the classic approach would be to add a second decal (the first driving the hair color) to fake smaller hairs on the surface of the skin. (If you are using a decal to drive hair direction then you'd be adding a third decal) I can't recall if it was one of the Anzovin videos or a Tech Talk but someone did demo the technique via a video tutorial. My memory says it was Raf Anzovin who conducted the tutorial. He used straight hair from a top view to create the skin's decal. I recall the video because he then added a few purple hairs to break up the contrast of the other hairs. Adding that decal would also darken the base of the hair/skin which would help with the shadow transition. Quote
Kamikaze Posted February 12, 2013 Posted February 12, 2013 I love the progress on this project ....good going ..... Quote
John Bigboote Posted February 12, 2013 Posted February 12, 2013 Looks good Will, really GREAT! Suggestions? tweek-tweek-tweek, as if you haven't already been. The hair brightness control is keyframeable along the shaft 1-100%, have you set that yet? Quote
zandoriastudios Posted February 12, 2013 Author Posted February 12, 2013 did a lot of reading and tweaking last night, using the Muhair shader. This is with the hair casting shadows: Quote
3DArtZ Posted February 12, 2013 Posted February 12, 2013 yeah! looks good Will! Mike Fitz www.3dartz.com Quote
John Bigboote Posted February 12, 2013 Posted February 12, 2013 This is with the hair casting shadows: I'd say that is an improvement. The default Muhair settings can be overly 'sheeny', sometimes need be pulled back a bit. Quote
zandoriastudios Posted February 12, 2013 Author Posted February 12, 2013 I couldn't find a thread that explained the settings, but dialed the % back to 5, instead of 100% on the highlights(?) and the strength down to 20% --He looks like a mean little bastard! Quote
Admin Rodney Posted February 12, 2013 Admin Posted February 12, 2013 That's done it! What's next? Armor? Weapons? Quote
Bruce Del Porte Posted February 13, 2013 Posted February 13, 2013 Fierce looking model, well done! Quote
zandoriastudios Posted March 1, 2013 Author Posted March 1, 2013 After a lot of experimenting, I just never got happy with the look of the fur. This world has a LOT of animal characters--and It was taking an hour per frame! So...I've gone to the darktree "plush" material for the body. Quote
Hash Fellow robcat2075 Posted March 1, 2013 Hash Fellow Posted March 1, 2013 After a lot of experimenting, I just never got happy with the look of the fur. This world has a LOT of animal characters--and It was taking an hour per frame! So...I've gone to the darktree "plush" material for the body. Is it the last one in the first post? Quote
Fuchur Posted March 1, 2013 Posted March 1, 2013 Still looks great... maybe you could use cookie-cut-maps with dynamic constraints between his ears to get the little bit of hair there... See you *Fuchur* Quote
largento Posted March 1, 2013 Posted March 1, 2013 I'm with the others, I don't think losing the hair takes anything significant away from the character. It looked great even when it wasn't textured. It's a necessary sacrifice. Quote
zandoriastudios Posted March 1, 2013 Author Posted March 1, 2013 yes, I just edited the first post: Once I get the ninja hoods, helmets, etc on the variations of the plush hyena, it may not matter if there is any hair. Or I could just use hair on the animals that have a mane or beard and just leave the body hair plush. Quote
Hash Fellow robcat2075 Posted March 1, 2013 Hash Fellow Posted March 1, 2013 That's a pretty convincing fur look. If there were some way to roughen up the silhouette edges it would be a complete illusion. Quote
largento Posted March 1, 2013 Posted March 1, 2013 You could go for painted fur. Much more work, but I wonder if you could create a repeating pattern for it? I was looking to see if I could find an example of how they've done it in The Clone Wars (which uses a painted look for all the textures), but couldn't find a relevant example. But you can see how they handled the long fur of Chewbacca: Quote
zandoriastudios Posted March 4, 2013 Author Posted March 4, 2013 Ninja version! I modeled the hood, but just modified the bump and color to get the pants and sleeves. The background is just a rotoscope, because I think layers and rotoscopes are how I will do most of the locations (nice because I can render the complete frame and not have to render in passes). Quote
Hash Fellow robcat2075 Posted March 4, 2013 Hash Fellow Posted March 4, 2013 that's a big hippo. Quote
zandoriastudios Posted May 1, 2013 Author Posted May 1, 2013 Doing some experimenting today with Sculptris. This is a rock formation modeled and textured in Sculptris, exported as .obj and imported as a PROP in A:M. The background is a photo. (I'm going to do paintings for the backgrounds, so this is not the final look that I'm going for..) Quote
Admin Rodney Posted May 1, 2013 Admin Posted May 1, 2013 Very nice! I'm enjoying every image you post. There is a 3D Viewmaster feel to this last one. Quote
zandoriastudios Posted May 10, 2013 Author Posted May 10, 2013 I did some more experimenting last night--this time using Zbrush to model a helmet, extracting geometry from an .obj of the hyena exported from A:M! http://zandoria.wordpress.com/2013/05/09/zbrush-to-am/ Quote
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