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3 Dimensional Chat / Demon Model WIP

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Seppuku Arts
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Posted: 26th Jul 2007 16:47 Edited at: 26th Jul 2007 19:28
This bugger will be a high poly render, so I'll just clear that one up. It'll probably take a while to do, hopefully it'll be much better than my last render work (The Orc from last November/December), though I really haven't done much 3D modelling since.

The model is done in Silo 2 Public BETA demo (Which I'll probably buy as I am quite satisfied with it, luckily, it's a fully functional demo, so when it runs out, I won't lose any more, as if I really need to work on it afterwards I can export)

It's going to be sort of complex, so this probably will only be a small part of the model, I am basing it slightly on a concept art I saw, which I'll post when it starts to take a more distinctive shape of it.

As parts will be displacement mapped, I think I won't model the ear properly yet, though I probably will add polygons to it and shape the inside.

[Edited with newer images]
Excuse the collar shape, I just noticed it.



Hakuna Matata
Luciferia
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Posted: 26th Jul 2007 19:38
That does look cool. Try making the horns a bit more evil looking maybe try researching goat horns instead of just the straight pointy ones. Remember when you make your own character that you must make its natural weaponry like claws or horns functional before stylish. Having them like that would not of served it in anyway. But you've done an excelent job on the chest and shoulders.
Seppuku Arts
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Posted: 26th Jul 2007 19:57
Thanks for the comments, I've not really done much looking into fantasy stuff and tend to work from references of other people's work, though I don't actually copy them as such, I try to make them my own. Though I can think of a couple of functions for having horns like that, he's going to be a winged creature.

Cheers.

Hakuna Matata
Jon Fletcher
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Posted: 26th Jul 2007 20:18
not too sure about the topology around the upper chest, but for the face it looks great

however looks pretty cool, looking forward to some more progress

Luciferia
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Posted: 26th Jul 2007 20:22 Edited at: 26th Jul 2007 20:24
No what i mean is that usually horns go forwards because then the creature doesn't have to take its eyes off the target. Winged creatures especially would want forward pointing horns because one mistake and they will go ploughing in to the ground and generally mistakes happen when you can't see where youre going. Nice to see you site back online Jon by the way.
hessiess
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Posted: 26th Jul 2007 20:40
theres a triangle on the face

learn blender, you will never regret it.

Manic
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Posted: 26th Jul 2007 21:32
the chest and abs look a bit blocky, like you've just extruded faces, its much better to go for a more grid like method of forming those areas.

I'd like to see those ears nice and detailed too!

what about having the horns curl all the way around?

good start sepp.

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Seppuku Arts
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Posted: 26th Jul 2007 21:37 Edited at: 26th Jul 2007 21:42
Quote: "not too sure about the topology around the upper chest, but for the face it looks great

however looks pretty cool, looking forward to some more progress"


Cheers, I'll study some wireframes of other people's work to see how they do their chests.

Quote: "No what i mean is that usually horns go forwards because then the creature doesn't have to take its eyes off the target. Winged creatures especially would want forward pointing horns because one mistake and they will go ploughing in to the ground and generally mistakes happen when you can't see where youre going. Nice to see you site back online Jon by the way."


Oh right, fairplay, I'll look to see what's the most practical and realistic formation for the horns. Cheers.

Quote: "theres a triangle on the face"


Unfortunately yes, I try to avoid tris and n-gons as much as I possibly, however this time, I had the choice between the latter and the former, and chose to use a triangle - otherwise it could have ruin what I was going to do with the rest of the geometry. And as the tri hasn't ruined the appearance of the model, it's doing no harm.

[edit]
Manic just posted.

Quote: "the chest and abs look a bit blocky, like you've just extruded faces, its much better to go for a more grid like method of forming those areas.

I'd like to see those ears nice and detailed too!

what about having the horns curl all the way around?

good start sepp."


Cheers, I thought the extrusions were the way to go, but I'll take your advice there and see where that gets me. The ears will be detailed, don't you worry, ears aren't exactly something I am good at, so I am going to make sure I get the best method cooked up before I actually do anything to them. I was considering about cheating by using the displacement mapping, but that's not going to be the best practice.

Thank you.

Hakuna Matata
hessiess
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Posted: 26th Jul 2007 22:13 Edited at: 26th Jul 2007 22:15
becose the face is humanoid, you should be able to use normal human face edge loops. it may be hard to change the expresion on the face, if you ever wanted to do so
personaly i think that the nose looks cinda plain

learn blender, you will never regret it.

Seppuku Arts
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Posted: 26th Jul 2007 22:25
Quote: "personaly i think that the nose looks cinda plain"


I never normal see to things like that until I've got a base mesh, though I did start other things I like leave to a little bit later. As for the expression on the face, good point, I'll see what changes can be made there.

I have found an excellent set of references and I'll see how far they take me tomorrow.

Hakuna Matata
hessiess
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Posted: 26th Jul 2007 23:08 Edited at: 26th Jul 2007 23:16
Quote: "As for the expression on the face, good point, I'll see what changes can be made there."
its becose the topolagy is verry slightly wrong around the mouth. the loop that goes round under the chin should go around just under the mouth.


i do ALLOT of high poly subserf medaling

overpaint:



abit rugh, should also get rid of the triangle

learn blender, you will never regret it.

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Seppuku Arts
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Posted: 27th Jul 2007 00:05
I can see what you mean there, I'll try that. Cheers.

Hakuna Matata
Seppuku Arts
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Posted: 27th Jul 2007 15:46 Edited at: 27th Jul 2007 16:35
I've seen some references and just got my Mojo, I'm scrapping the body and redoing it, the head, I will reconsider, though it's at a state where I don't need to scrap that part, though it will need to be modified a lot to fit in with his new body. You'll notice he's bulked up a bit, the last one would be a bit scrawny for a demon.
This is what I have so far on the torso and will update with more later.

(I do realise some of the muscles are too defined in places, but it takes oh so little to fix that.)





Hakuna Matata
Manic
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Posted: 27th Jul 2007 16:03
much better!

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Seppuku Arts
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Posted: 27th Jul 2007 16:35
Thank you, I'm just gonna edit a small update above, I think it shows more where parts are heading.

Hakuna Matata
Insanity Complex
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Posted: 27th Jul 2007 19:00
Nice work I like it and can't wait to see it finished.


hessiess
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Posted: 27th Jul 2007 19:40 Edited at: 27th Jul 2007 19:42
mod the body to fit the head if possible, otherwise you may end up with very messy topology on the head. witch often looks bad, or makes it imposoble to pose

learn blender, you will never regret it.

Luciferia
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Posted: 27th Jul 2007 19:43
Also i'm not sure about the collar bone.
Seppuku Arts
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Posted: 27th Jul 2007 19:45 Edited at: 27th Jul 2007 19:45
Indeed, thank you, I should do that. This isn't the only place I'm posting work at, and this is something I want to get my skills up to scratch with, so unfortunately, progress to the final piece may be a bit slow, as comments have already pointed out trouble with the edge loops on the torso, parts are too gridded, so I'm going to look at other meshes for the edge loops needed for this kind of muscle structure. Cheers for the comments.

Hakuna Matata
Seppuku Arts
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Posted: 28th Jul 2007 13:40 Edited at: 28th Jul 2007 16:19
[Edit] Nevermind, I've got time to work on this some more, so I can give you a real update.

Hakuna Matata
Seppuku Arts
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Posted: 29th Jul 2007 17:15
Here, re-do number 3, I'm not doing another redo, they're a pain in the bum, the topology should be much better now.
FRONT


BACK



Hakuna Matata
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Posted: 29th Jul 2007 17:54
mutch cleaner!

learn blender, you will never regret it.

Seppuku Arts
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Posted: 29th Jul 2007 17:57
Thank you, and it should be, took me ages to sort out.

Hakuna Matata
Seppuku Arts
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Posted: 13th Aug 2007 18:05 Edited at: 13th Aug 2007 19:31
Right, yet another update, this has been a lot of work to get right and it still needs work here and there, but hey I'm learning a lot here, so the process is all good. So although I said "I'm not doing another redo' but I did anyway and am glad I did because I found the right technique for me to use. You'll notice between the head and torso there's a poly difference, don't worry, that'll be fix before I try to connect them.








[EDIT]

Attached the head:


Hakuna Matata
Luciferia
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Posted: 13th Aug 2007 18:50
I like the torso; very nice.
Seppuku Arts
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Posted: 13th Aug 2007 19:01 Edited at: 13th Aug 2007 19:01
Thank you.

Hakuna Matata
hessiess
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Posted: 13th Aug 2007 20:24 Edited at: 13th Aug 2007 20:26
apply a level 1 subdiv to the body only, then it should connect easily, but would leev you with a very dence mesh

edit

ow you got it conected nice modal!

learn blender, you will never regret it.

Seppuku Arts
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Posted: 13th Aug 2007 21:01
Lol, thanks - as for the connecting, what I did was reduce the polies around the neck part of the head, but merging vertices and turning them into quads, and cutting across 3/4 edge loops on the main body (which came in handy for shaping the neck)

Hakuna Matata
MikeS
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Posted: 13th Aug 2007 22:01
Very nice and clean mesh so far Seppuku. The last remake is very good indeed.



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Achi
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Posted: 14th Aug 2007 00:41
Omigod fantasmic! i need to learn! can i call u master?

I think ill take the blue pill
Seppuku Arts
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Posted: 14th Aug 2007 12:43
Quote: "Very nice and clean mesh so far Seppuku. The last remake is very good indeed."


Cheers Mike, I'm probably going to give it a break today. But hey, the hard work has paid off and I think what I've learnt here will definitely go into one of my tutorials.

Quote: "Omigod fantasmic! i need to learn! can i call u master?"


lol thanks, call me what you will, but I am no master, for one thing it has taken me too long to reach this stage in quality.

Hakuna Matata
Redmotion
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Posted: 14th Aug 2007 14:12
Good work Seppuku, you've definitely got some talent there, just remember it gets faster each time you do it!

Just a comment on the horns: perhaps have them point upwards a little more and emphasise the curl to them slightly - just a thought

Keep at it, looking forward to seeing progress!

Seppuku Arts
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Posted: 14th Aug 2007 14:59
Thanks and I'll point those horns for you. What I'm going to do from here is tidy up everything (The anatomy and shaping mostly) before I head onto the rest of the model.

Hakuna Matata
RUCCUS
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Posted: 14th Aug 2007 18:29
He looks great except for his horns. They need to be sharper and arched upwards a tiny bit. They look like... deformed mushrooms right now, or small trees .


Xenocythe
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Posted: 14th Aug 2007 20:38
I agree with RUCCUS


But great model Sep, it's definitely coming along. I can also see many improvements from your last high polygon render. I like this one the most.

Luciferia
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Posted: 14th Aug 2007 20:46
I'm thinking more Bull or Ram horns. It would make the demon look more savage.
Seppuku Arts
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Posted: 14th Aug 2007 22:27
Thanks for the comments, as for the horns, I'll change them once I start shaping things to reference images etc. as I'd need to gather images anyway.

Cheers.

Hakuna Matata
SamHH
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Posted: 15th Aug 2007 02:54
really nice.
Manic
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Posted: 15th Aug 2007 15:06
It's been a pleasure to watch your work progress over the years seppuku, and this has turned into a genuinely good model.

Still, here's some things you might like to think about tweaking;
-it looks a little pinched around the nose, those lines that flow down from the nose to the corners of the mouth should look a bit more arched maybe?
-also, his top lip is a bit, well odd looking - it reminds me a bit of john major(!)
-I'm not keen on the horns myself, they look a bit mushroomy and, dare I say it, phallic to me.
-You could add some ribs in
-you should rearrange the abs a bit, they look pretty anglular at the bottom

have a look at the attached pic in regards to the last two points, I've tried to show the poly flow I'd use to get the ribs and abs working

Manic

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Seppuku Arts
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Posted: 15th Aug 2007 17:31
Thanks for the comments mate:

I've noted your points and they will be mostly helpful cheers.

Hakuna Matata
phil17
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Posted: 15th Aug 2007 21:59
Just reading threw this 1 page shows alot of devolpment and commitment to this project, the model juest keeps getting better. Cant wait to see those new horns

Seppuku Arts
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Posted: 4th Sep 2007 17:02 Edited at: 4th Sep 2007 18:35
Right, I'm back at it - I haven't quite updated the ribs and muscles according to Manic's suggestions yet. What I am going to say now is, I'm going to keep working until I finish with a model with a consistent quality...And the quality will be at generally what its current state is...meaning I'm probably not going to be swayed to improve stuff if it requires more time than I want to spend - this project has taken a lot of time and effort to improve, so I'm leaving improvements there - but that doesn't mean don't provide crit as I will have character projects to follow, I'm not going to stop my character learning until at least I can say I'm as good as Hwasup Song at CGTalk (which is a while yet)

I've basically sorted the horns out, so they look less 'phallic' and have experimented with the face a bit and done some clean ups and added some rib and collar bone detail (which is barely noticeable in the render, I'll probably define them a bit more).

The face will still carry on with development, I want his skull to look nice and tough - meaning thick bones. As for the loose skin under his chin, I did that as an experiment, does it suit him? And the nose hasn't had much work on it yet. And of course the ears have not even been started yet.


[edit]

IN EDITOR AND SOME CLOSE UPS (WITH A SLIGHT UPDATE)






I shot the sheriff
Alucard94
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Posted: 4th Sep 2007 20:24
Due you have to add wings and a mustach!! Seriously He needs a mustach! xD

I model I clean and I cook for you... AND I STILL DONT GET A COOKIE!!?!!?!?!!?!??
Seppuku Arts
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Posted: 4th Sep 2007 21:19
He's getting wings....but not a moustache I'm afraid - though for fun I could add one on one screenshot if you wish.

Anyway, I'm calling it a day, I've removed the loose skin, it really doesn't have a point - but hey it was an experiment.

I've been working to a face shape since my last update. It's not quite done (nose, horns, and various parts are still unfinished - and some of the top of the head shape is wrong)




I shot the sheriff
Seppuku Arts
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Posted: 5th Sep 2007 15:29
Probably won't be able to update much for a while now, got to prepare for university, I'll be going down with my Mum to prepare stuff for a funeral and then there's the funeral itself, that takes up a lot of time (My Nan died), and a couple days after the funeral I'll be at university, so I'll try to fit in updates as much as I can and will return to this when I get back from university.

Cheers.

Also, it's not an update (Small insignificant changes have been made, not that'll you'll notice them), I just thought I'd render the guy to make him more presentable and to give more meaning to BUMPing this thread.



I shot the sheriff
Alucard94
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Posted: 5th Sep 2007 16:35
well do a mustach in a screen shotthen you know, hitler-like, it would look SOOOO awsome

I model I clean and I cook for you... AND I STILL DONT GET A COOKIE!!?!!?!?!!?!??
Penfold
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Posted: 5th Sep 2007 19:36
Dude nice, only thing is I think your ears are too far back. I think they need to be more over the back of the jaw line.

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el zilcho
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Posted: 5th Sep 2007 20:08
i don't think the demon should have ears, just scarred holes wear their ears have burned off. it'd make him look less human.
Seppuku Arts
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Posted: 5th Sep 2007 22:06 Edited at: 5th Sep 2007 22:09
Cheers for the comments. As for the ears, I'm still working on...this is actually probably my first 3D model with ears (Well second, over a year a go I did a model with them on)


Since last update I have up dated the ears and horns, but I will move the ears more forward if need be - as for changing them - I can always experiments as he already looks like a demon who's suffered pain in battle. I was even thinking of implement a bull ring on his nose and the final render to make the demon look enslaved - so the more deformations the 'sufferings' will add to the effect - so I'll consider the burned ears idea. So my next update on the face will then probably include more wrinkles and sag the eyes a bit more to add to the 'tired', 'worn' sort of effect.

I might be able to work on this tomorrow - depends what time I leave or if I'm going tomorrow...If so then that's probably the last time I'll be able to work on it before uni.

I shot the sheriff
tyrano man
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Posted: 5th Sep 2007 22:21
I think he looked beter before you changed the head shape. For a human charachter the new head shape is great, but for the demon, the old, fatter face looked better in my opinion.

But the model does look great so far.

TATBS 1.8 is now fully functional. Brilodis is having its districts extracted to Battle City. Krina and Karin are twice the size. And you’ll see 5 times as many breeds of monsters... It’s Kalspher V3.

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