Whip out your WIPs

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  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Taking a break from my bus shelter to whip up a little outfit.

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  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Well, since your model is a little green around the edges, he may want this...

    But. since that looks like an adventuring type outfit, maybe this, instead...

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  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    :lol: heheheh :lol:

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Getting there.

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  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Working on the texture maps now.

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  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    Ride 'em cowboy!

  • ghastlycomicghastlycomic Posts: 2,531
    edited March 2015

    Of course you can't be a good Space Cowboy without a good blaster at your side.

    [Edit] Finished modelling. Now to UV and texture map.

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    Post edited by ghastlycomic on
  • ghastlycomicghastlycomic Posts: 2,531
    edited March 2015

    Starting work on the gun belt.

    I can see from the tests it's going to be a little problematic.

    I think the solution is going to be creating a separate bone for the holster parented to the thigh bone and then the pistol can be parented to the holster bone.

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    Post edited by ghastlycomic on
  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Finished the holster. Now just to texture map everything and my Space Cowboy will be ready to share.

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  • kyoto kidkyoto kid Posts: 41,857
    edited December 1969

    ...looking good, can't wait.

    Some people call me the space cowboy, yeah
    some call me the gangster of love...

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Kyoto Kid said:
    ...looking good, can't wait.

    Some people call me the space cowboy, yeah
    some call me the gangster of love...

    Yeah, but does anyone call you Maurice?

  • kyoto kidkyoto kid Posts: 41,857
    edited December 1969

    ...nah, just KK.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    But do you still speak of the pompatus of love?

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Completed morphs and texture maps for the blaster. Now has morph for Police and Detective models.

    Now I only have the holster to finish up.

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  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Looking good...

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    mjc1016 said:
    Looking good...

    Thanks. Finished up the gun belt, and the whole thing is up on ShareCG now.
    http://www.sharecg.com/v/80023/view/21/DAZ-Studio/Ghastlys-Space-Cowboy-Genesis-1

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  • kyoto kidkyoto kid Posts: 41,857
    edited December 1969

    ...cool, thanks.

    Love the texture on the holster.

  • cdemeritcdemerit Posts: 505
    edited December 1969

    So, this is to date, the most complex item I've tried to model, a in bloom phalaenopsis orchid. I need to work on some textures, and remap a few things, but for the moment, I'm quite happy with the results.... I'm sure the masters will spot all the issues, but I had to share what's one so far.

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  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    cdemerit said:
    So, this is to date, the most complex item I've tried to model, a in bloom phalaenopsis orchid. I need to work on some textures, and remap a few things, but for the moment, I'm quite happy with the results.... I'm sure the masters will spot all the issues, but I had to share what's one so far.

    Did you use a plant generator or is it entirely homespun?

    I'm taking a break from my regularly scheduled model to make a new outfit.

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  • cdemeritcdemerit Posts: 505
    edited March 2015

    cdemerit said:
    So, this is to date, the most complex item I've tried to model, a in bloom phalaenopsis orchid. I need to work on some textures, and remap a few things, but for the moment, I'm quite happy with the results.... I'm sure the masters will spot all the issues, but I had to share what's one so far.

    Did you use a plant generator or is it entirely homespun?

    I'm taking a break from my regularly scheduled model to make a new outfit.


    Entirely homespun. The tile floor is the only thing in that scene that I didn't make from scratch. The leaf texture is from photos of my own orchid, as will be the flowers once I get back to it. I just need to redo the UV mapping for that. It's not quite ready for it's Iray Beauty Shot, but on a desk from across the room, it does well enough.

    I just resurfaced the pot to give it more of a glazed pottery look. But I'm having a hard time getting focused on the things I need to do... I was planning a bunch of main project work today, and instead I ended up with a Ninja turtle wearing a ball cap and sweater riding a tarantula to go shopping.....

    Post edited by cdemerit on
  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Making a perfectly reasonable space suit.

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  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Coming along.

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  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Working on another Ghastly's Ghastly Comic costume. This time Kwerki.

    I figured out how to control the drapey cuffs.

    Shorten the forearm bone to about 1/4 of its length. Take the hand bone and pull it's start point to the end of the shortened forearm bone. Delete all the carpal and finger bones.

    Rename the hand bone (side)Cuff, then create a geometry face group (side)Cuff for the bone. Fill the weights for the face group and smooth them. Now the cuff will follow the forearm and then you can select the cuff and fine tune it in the pose editor.

    I'll have to make some morphs for the tapered part of the cuff drape so that if they're draping the opposite direction they'll fit around the wrists.

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  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Modelling and rigging and morphs are finished. Now to texture it.

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  • McGyverMcGyver Posts: 7,085
    edited December 1969

    The boots are very cool, as are most of the outfit you create.

  • ghastlycomicghastlycomic Posts: 2,531
    edited February 2016

    Working on a project where I want everything to look like game models and I'm finding that's a lot more challenging than I had expected since pretty much from day one of my modelling experience I've just been making high poly models. Now I'm trying a hand at lower poly models that will look game like.

     

    I tried autopo on my high res sculpt for the character models and it kept producing results that looked too high resolution and not game-like enough so I'm giving it a go with manual retopo. Hell of a lot more work but I'm getting the game-like look to the models I want. Working on a female gnome. Got the torso and head worked out. Looks pretty blocky and game-like I think.

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    Post edited by ghastlycomic on
  • Weird, the attackment didn't come out right. Trying again.

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  • Low poly gnome is done (well low poly by today's standards). Now to start making hair and textures. I let autopo take care of the hands and feet but the rest of the mesh I did with the manual retopo tools. It took awhile but it wasn't as hard as I thought it would be and it gave me more control over edgeloops. There's still a whole lot I can do to optimize this mesh more but I think it's got enough of a blocky game look for what I want.

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  • McGyverMcGyver Posts: 7,085

    3D Coat, right?  I think I saw your avatar there recently... Are you sculpting them in the Voxel room and doing retopo, or making them elsewhere and fixing them up in 3DC?

  • McGyver said:

    3D Coat, right?  I think I saw your avatar there recently... Are you sculpting them in the Voxel room and doing retopo, or making them elsewhere and fixing them up in 3DC?

     

    When it comes to making figures I usually stitch together parts of MakeHuman Alpha 7 and MakeHuman v1 meshes and shape it into a approximation of the shape I want in Hexagon, then I import it into 3DCoat and do the detail sculpting in the voxel room then retopo it. I find it's easier to make figures from some sort of vague humanoid shape made in hexagon and then refine it in 3DCoat than it is to make the vague humanoid shape in 3DCoat and edit it there even though there is a vague humanoid shape included in 3D coat.

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