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-   -   T1ck135 - Jan/Feb (https://simplymaya.com/forum/showthread.php?t=24633)

t1ck135 14-01-2007 06:25 PM

T1ck135 - Jan/Feb
 
I thought after the encouragement from the guys in my WIP thread that it might be worth giving this a go :)

I'll be modelling the Roman Emperor Hadrian initially from some reference shots I took in Napoli in Italy and will then be looking at all the extra reference shots on the Net and trying to get a 'rounded' off version as close as I think he might have looked.
Hope its alright to post my Max progress here as the SimplyMax forum is usually dead ;)

http://www.flash-fx.net/3D/images/ro...adrian_ref.jpg

Si

gster123 14-01-2007 06:31 PM

Hey Si

Good to see you back, looking forward to updates on this.

Cheers

arran 14-01-2007 09:53 PM

hey t1ck - good to see you in on the challenge and back on simply maya. :beer:

THX1138 14-01-2007 10:47 PM

Ah, good old T1ck35:beer: The good old days are here again.

goksimaster 15-01-2007 02:50 AM

Are you having enough memory fore the zbrush because this can't be done just in max. Looking forward to see this one finish:beer:

t1ck135 15-01-2007 08:19 AM

cheers guys, I hope you're all in here too and ready for a good challenge :D

goksimaster - yeah I know it'll be a lot harder in max ;) Think I'll play about with displacement maps for the beard but the hair will be a different matter...maybe playing about with lofting the curls and then somehow duplicating them all over the head? No ideas yet as the hair modelling on the previous head was just a little time consuming!

Here are the first early stages, playing about with max's modelling tools and with different ways to block in the main detail areas:

http://www.flash-fx.net/3D/images/ro...hadrian123.jpg

Si

gster123 15-01-2007 08:22 AM

Hey Si, its only a modeling challenge, so displacements arnt an option unfortunatly, unless you convert them into polys??.

Just thought, does the trial version of Zbrush import and export obj's??? That might be an option??

publicFunction 15-01-2007 08:37 AM

Quote:

Originally posted by gster123
Just thought, does the trial version of Zbrush import and export obj's??? That might be an option??
No it don't... :(

t1ck135 15-01-2007 10:48 AM

very good point steve, I'll have a look into if its possible to generate stuff from a displaced model. If not then it might be a long winded version - one thing that'll be different from the last is the detail though, this would be simpler ;)
ZBrush is sooo tempting for stuff like this but it'll have to wait for when I'm rich ;)

Just a quick update playing with the general shape still. Some things in max are easier than in maya but I still havent figured xray views in separate viewports which kind of slows the workflow down a bit... also smoothing works a bit wierd
No detailed areas yet so it still looks a bit ambiguous:
http://www.flash-fx.net/3D/images/ro...n/hadrian4.jpg

goksimaster 15-01-2007 12:54 PM

Are you having some sculpt poligon tool because I use it to model organic stuf and it's very easy

t1ck135 15-01-2007 01:38 PM

hi goksimaster, yep I'm using the polygon tools to sculpt the general shape. Now its time to tidy it up a little and start adding a bit of detail around the eyes, nose and mouth to give him more character. The jawline will need to be more pronounced but that will probably be more evident when overlaying the beard :)

here's the latest and a quick semi smooth:

http://www.flash-fx.net/3D/images/ro...n/hadrian5.jpg

goksimaster 15-01-2007 01:58 PM

But when in the proces are you going to make it look like in the picture.

Sculpt is cool and you can make very small detail with it

When I am modeling head I inport a basic head model in subdivison mod and then move veritecs to make the shape and add detail. But you have to many veritecs for that

tweetytunes 15-01-2007 02:02 PM

Quote:

Originally posted by goksimaster
But when in the proces are you going to make it look like in the picture.

i think it a very good start
(maybe alittle thin in the face, but think that may just be the screngrab)

I can already see the scupt in in model and no real details have been added.

so thats a well done from me

gster123 15-01-2007 02:13 PM

Hey Si

You can convert displacements to polys in maya, so I would assume max can too, if not a quick import in and wout should do it.

Looking good so far

t1ck135 15-01-2007 02:26 PM

goksimaster - I'll probably make it look similar to the reference shots but without the damaged marble lines etc. With this head there are tons of reference pics so it may get a slight variation. It's still in low poly at the minute, as the wireframe pic below shows :)

tweetytunes - definitely too thin at the minute, I agree :) I'm working on that a little as I start to give the main areas more detail and you'll probably see him thickening out as it progresses

gster123 - thanks for finding that out steve, I think that'll be the way to go and then play with the resulting polygons till it looks good :)

here's a minor update playing around with a bit wider jaw and just starting to look at the nose:
http://www.flash-fx.net/3D/images/ro...n/hadrian6.jpg

j5ive 16-01-2007 04:44 AM

Nice start t1ck!

t1ck135 16-01-2007 07:27 AM

cheers j5ive :)

Here's a minor update, still playing with the overall volume and a bit of nose tweaking:

http://www.flash-fx.net/3D/images/ro...n/hadrian7.jpg

Si

gster123 16-01-2007 07:31 AM

Looking nice so far mate, is that a smooth proxy in max your using?

goksimaster 16-01-2007 07:38 AM

I don't know why but that poligon face angle is realy really weird

t1ck135 16-01-2007 09:13 AM

gster123 - hehe, I'd mistakenly used a meshsmooth as the normal smooth option didnt particularly do much. Found the turbosmooth option and it comes out like the maya smooth option now :D

goksimaster - yeah it is a bit wierd but it is quite useful. Found the proper smooth option so the next updates should look better

Si

t1ck135 16-01-2007 12:03 PM

some more updates, been working the nose more and playing with the mouth/chin but its hard to guess at whats under the beard. I might just model the beard straight over whats currently there and see how it goes :)

http://www.flash-fx.net/3D/images/ro...n/hadrian8.jpg

arran 16-01-2007 12:51 PM

hey t1ck - this is looking great so far - the face still looks maybe a little thin, though I guess without the beard it's hard to tell and as you said you are working from a few different sources. You are definately getting a good likeness already. well done mate!

t1ck135 17-01-2007 03:10 AM

yeah I know what you mean with it looking a bit thin arran. In the perspective view it definitely does and it might be slightly thin in the ortho view (the ref pic I'm using is slightly off angle and with a crap camera).
I'll block a temporary beard on today and maybe a hair cap just to see if the proportions could do with altering :)

Si

t1ck135 17-01-2007 08:48 AM

you were right arran, when I slapped a beard placeholder on the face was way too thin for it. Hopefully the adjustments from that will put it back on track a little :)

Here's another update with a basic beard blocked in:
http://www.flash-fx.net/3D/images/ro.../hadrian9a.jpg

http://www.flash-fx.net/3D/images/ro.../hadrian9b.jpg

Si

goksimaster 17-01-2007 09:13 AM

wow the difference is amazing

arran 17-01-2007 10:54 AM

yeah - coming along nicely. :beer:

one thing, though - what's with the teeth like shading at the bottom? Is the neck closed underneath? Just wondering, not a criticism - it just looks severed to me ! :p

THX1138 17-01-2007 03:26 PM

Tick135, are you going to sculpt the beard the same way you did the other roman in in the WIP forum?

t1ck135 19-01-2007 11:00 AM

goksimaster - thanks :)

arran - for some reason it just jaggies the bottom edge when I add a smoothing modifier to the mesh. I'd not really noticed it so will probably delete the faces at the bottom and hope it goes away - I dont want people to think I'm modelling severed heads! ;)

THX1138 - not sure, I'm probably going to look into doing a displacement map to generate that area and then see about converting it to a polygon mesh. The previous method worked out ok but took forever! :eek:

j5ive 19-01-2007 11:08 AM

If you delete the bottom faces or re lay out the edge directions from front to back you wont have the 'jaggies' issue, because at the base of the neck all of the edges are running into the centre and joined by a single vert this is causing a pinching effect when smoothing. Nice progress T1ck

t1ck135 19-01-2007 04:54 PM

cheers for the tip j5ive, it'll get removed or more geometry added soon :)

Here's just a quick blocking in of the area that will be displaced and turned into geometry for the beard. The beard lines haven't been set in stone yet as it needs more checking with the reference pics:
http://www.flash-fx.net/3D/images/ro.../hadrian10.jpg

gster123 19-01-2007 07:50 PM

Quote:

Originally posted by t1ck135
The beard lines haven't been set in stone yet


It has aint it, thats where you got the ref!!

Only joking!

Looking good, would be nice to see a rendered verson of the beard.

Your getting a great likeness at the moment, if you have time what might be really cool is to do a bust, from drawings so your using true sculptures and then your own imagination to give him a pose in a cirtian set of clothes??

Just a suggestion.

Cheers

Steve

t1ck135 20-01-2007 04:06 AM

lol - well picked up steve ;)

Good idea about posing it with clothes...I'm thinking about what he could be doing/wearing already :)

Si

jramauri 20-01-2007 06:41 AM

Looking good Si. It seems that the beard will be a real challenge to do...

t1ck135 23-01-2007 08:21 AM

hey jramauri, long time no see! Hows things with yourself? I saw your Indian (Hindu god?) WIP on CGSociety and thought it turned out great :)

Yeah the beard will be challenging although I've played with recutting the edges along the lines of the displacement image and it makes it a lot easier to play with. I'll get more updates up soon :)

Si

younglion 23-01-2007 12:52 PM

that some nice modeling you got there but the hair and beard is going to be a real challenge.

jramauri 25-01-2007 01:21 AM

Quote:

Originally posted by t1ck135
hey jramauri, long time no see! Hows things with yourself? I saw your Indian (Hindu god?) WIP on CGSociety and thought it turned out great :)

Yeah the beard will be challenging although I've played with recutting the edges along the lines of the displacement image and it makes it a lot easier to play with. I'll get more updates up soon :)

Si

Things are going well, thanks :) You could have commented my Hindu god there. Your opinions are always welcome.
I'm looking forward for your beard updates.

t1ck135 16-02-2007 03:57 AM

1 Attachment(s)
no update for a long time... sorting out my uni course and things are to blame.
anyways I just had a quick play with the mudbox demo and it might encourage me to finish this guy!

Just knocked this up quick to test it and will now get the proportions of the beard and hair in place before adding some fine detail and seeing about exporting the displacement and seeing how it goes :)

arran 16-02-2007 06:30 AM

oh cool! Glad to see you are still working on this - adding the beard has really made him look like your ref. The only area that looks a little odd to me is the back of the head where it slopes down - it almost looks like his head is collapsing a little bit- I think it is just that you need a couple of curls / hair clumps in that area as it looks a little bare at the moment, but really, it's a minor point and as you said, you are still working on it - this is looking really cool T1ck! :beer:

Hope you managed to sort out your uni course.

NeoStrider 16-02-2007 06:55 AM

jesus that looks incredible...

t1ck135 16-02-2007 08:51 PM

arran - yeah it got put to the side but after having played with mudbox it came straight back out to be played with :)
I'll be redoing the sculpting in mudbox after the mesh is completed (just couldnt resist having a play). The uni course is sorted, they have been really flexible and are fine with me adapting the modules to what I would like to do instead of sticking to the generic stuff they teach :beer:

Neostrider - cheers :) have a play with the mudbox demo and you'll be amazed at how you can sculpt things - definitely worth checking out!

Seeing as it has got me back into this model I thought it'd better be time to finish the base mesh before working further in mudbox. Here's a quick ear I knocked up last night (sacrificing playing bf2142). Next step is to join the head together and UV map it. Then the fun begins!
http://www.flash-fx.net/3D/images/ro.../hadrian11.jpg


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