Game Development Community

Rhinull (rhino humaniod) - WIP

by Sarah Airington · in Game Design and Creative Issues · 07/06/2006 (12:56 am) · 49 replies

As someone who would like to eventually create Torque content packs, I figure I should get up the nerve to begin posting to the community. This is a model I'm continuing to work on after both a Maya modeling class and a couple classes on Torque at a local community college. (Great gaming classes!) A fantastic artist friend of mine concepted out a rhino humanoid and this is my work on him so far. This is model only since his texture is still in very early stages and I'm not really sure yet in what cartoon-like direction I want to go. He's about 3600 tris without the pump/electric things on his back and another 1000 for them. (Hopefully only another 300-500 when I rework the back pieces. They're only visible in one view.)

The hardest part so far has been seeing how well he rigs for animation. I'm working to become a modeler and texture artist so the animation stuff... I'm not nearly as comfortable with. Yet anyways. :) He may also still be weighted too far forward to look believable-ish, but I want to know what you all think so far.

As as aside, I tried to find the rules for blogging and posting (how you can and can't advertise, etc) but I'm having trouble. Anyone know this or where this info is offhand?

Thanks!
Sarah

server2.uploadit.org/files/Veliena-RhinullSide.jpgserver3.uploadit.org/files/Veliena-RhinullFront.jpgserver2.uploadit.org/files/Veliena-RhinullAngleFront.jpgserver3.uploadit.org/files/Veliena-RhinullBackParts.jpg
#21
07/12/2006 (7:26 pm)
Did you create this by free hand or you have referrence drawings. I am look for some good referrence drawings.
#22
07/13/2006 (12:16 pm)
Looks great. texturing job could use some work. The the model is beautiful. The reason i say the texturing job needs work, is because of the way you modelled it. It looks very cartoonish, so i think your textures should be more cartoony. One thing you could probably do, to do so, is make the scales black online, a bit thicker, and use simple colors and strong colors. Right now your current textures looks like your aiming for realistic look. Check out the new Dungeon pack thats out. or the demo from the Sham. TLK. I see your model with that type of look.

www.garagegames.com/products/81
www.garagegames.com/mg/snapshot/view.php?qid=1033
#23
07/14/2006 (11:01 am)
Really nice job Sarah! I like the mix of cartoony and realism, it suits the model well in my opinion.
#24
07/14/2006 (9:22 pm)
Realistic textures are much harder to pull off, and if its not done right, it can ruin the model. in my opinion, i kinda liked the model before it got textured.

here's an example. This is my friends model. did this within a night.

www.ilikeyourty.com/eisenhorn01grey.jpg
And this is what he did afterwards, giving it a texture.

www.ilikeyourty.com/eisenhorn02%20%20wip%20.jpg
because the texture isnt the best, it doesnt look as good as.
#25
07/14/2006 (10:19 pm)
T - I do not agree with you... I think your friends head looks stellar.
#26
07/15/2006 (12:31 am)
@Cliff:
Thank you! On this texture I agree and I am stopping, but I do also want to try another attempt at a separate texture with the other suggestions as well. Modeling I love...texturing, not so much yet. This summer is going to be a learning experience so I can begin to get the best stuff together that I can for a demo reel. I may end up not animating and just give him out as a obj for someone else to animate if they feel like it while I move on to another creature.

@Michael:
A friend of mine drew a great front and side for me, but there were a lot of changes to the head especially once I started modeling. I'll make sure with him it's OK to post his piece so I can include it in this thread. The reference I did use for the head is from a paid account at www.3d.sk. Lots of animals, people, costumes, etc there in all high res photos. Rarely are the animal ones straight front or side, but from looking at 30 different rhino photos I got enough of the idea that I wanted. For free stuff the best ones I have in my bookmarks are www.fineart.sk/ or www.anime-model-sheets.com/. I think all the sites are done by essentially the same person. If you find some good sites let me know!

@T Squared:
I didn't have as solid an idea for him in mind as I should have. (My friend's concept was very cool and scifi but I couldn't pull off all the techno gadgets on it with the head change and keeping the poly count within reason.) Like I was telling Cliff, modeling I adore but texturing is my weak spot. I'm going to examine the items in that texture pack from the website more carefully (I think their stuff is on the yellow programming book's cover too) and try another texture, posting hopefully tomorrow. Excellent critique and all this feedback is really helping me. Thank you!

@Okashira:
Thanks! This is great practice.

It's the weekend so, caffeine willing, I can stay up most of the night texturing. :)
#27
07/15/2006 (12:35 am)
Ah, warning about those links: none of them are even slightly "adult oriented" but they can sometimes have nudity on the front page and there is nudity on the free samples page of the 3d.sk site.
#28
07/15/2006 (12:37 am)
@T-Squared - I see what you mean, the wrinkles on the cheek are a bit too red and look like scratches, and the fat under the ear looks like a sharp-edged cheekbone, it also loses some of the impact. Besides that though, it looks awesome!
#29
07/15/2006 (11:04 am)
@Cliff
I'm talking in comparison to the non textured model. After he textured it, it started to loose some of its detail, and made it a bit wierd. but this might not be the best sample. But remember this, a Texture makes the model. even if you got a seriously low poly char, a texture can make it look that much better. Here another example of a Good Texture job.

www.crowtrees.ca/temp/muddyFace.jpg
more details at: www.garagegames.com/mg/forums/result.thread.php?qt=37932

Tho the model is extremely low poly. Just by the texture job, it makes it that much better.
#30
07/15/2006 (11:28 am)
Why wood anyone compare lowpoly Game art to some Zbrush over normal mapped high polygon head?
maybe she wasn't trying to make a full realistic model.
#31
07/15/2006 (3:32 pm)
Dave MacIsaac
My point was the model DOES NOT look realistic. So by using realistic textures, it makes it look a little weird. I was just using that zbrush model to show how a bad texture can ruin a model.

I have already suggested Sarah Airington to try to do some non realistic textures to see how it will turn out.
#32
07/15/2006 (9:34 pm)
I'll try for realism when I can draw more than a passable stick figure. :) What do you guys think of this version so far? What do you and don't you like? I redid many of the same elements I liked and got feedback for on the first one, but tried to keep more of a saturday morning cartoon feel in mind. I need to clean up the lines but I'll wait until I get some more critiques.

myspace-898.vo.llnwd.net/00938/89/81/938911898_l.jpgmyspace-324.vo.llnwd.net/00938/42/33/938913324_l.jpgmyspace-141.vo.llnwd.net/00938/14/14/938914141_l.jpg
#33
07/15/2006 (9:56 pm)
I like both a good compromise wood be adding the skin texturing on a layer but lowering its opacity to about 20/15% then you will get texture and still keep the cartoon feel or add texture to just the chest patch
the only other critique i wood say is modeling the nose holes just inward dents and defining the mouth more.
:)
#34
07/15/2006 (10:13 pm)
Hi Sarah,
Love the design so far! I think it would definitely benefit from some light texturing... perhaps some large hand-drawn wrinkling rather than photorealistic textures?

I prefer the blue tints over the green; somehow, hippos strike me as blue-grey rather than green-grey. =)
#35
07/15/2006 (11:31 pm)
@Sarah Airington
It matches more, but right now its too simple colors. you can still add detail into the texture, just try to keep them tone colors.
#36
07/16/2006 (12:05 pm)
Yeah, I'm agreeing with T now... flat really is sweet. Bake in some lighting variation or something...
#37
07/17/2006 (2:52 pm)
I decided to make some changes to his model before continuing. So, back parts are gone and replaced with an axe shaped mohawk. And since he looks like a punk pirate (to me) he has to have a gold earring. Nostrils are modeled. I also moved his weight just a little more over his feet and liked it better. I wanted to give him a jacket but I'm already pushing it way too much on polys (around 3400.) Maybe... he's boss monster in a mission/zone with little else in the area. Yeah. That's my story and I'm sticking to it. ;p This is just a test of the base colors on the new body shape before I do all the textural changes suggested (back to blue-grey/purple, removable chest patch, large hand-drawn wrinkling, more color/tone variation, more shading, etc...)

myspace-616.vo.llnwd.net/00944/61/69/944739616_l.jpgmyspace-117.vo.llnwd.net/00944/71/10/944740117_l.jpgmyspace-495.vo.llnwd.net/00944/59/40/944740495_l.jpgmyspace-903.vo.llnwd.net/00944/30/90/944740903_l.jpg
#38
07/17/2006 (3:15 pm)
I like the mohawk. Have you tried an animation test? This is the first shot I've seen straight from the side, and I'm kind of curious if the legs are going to animate correctly. Worth looking at now in case you have to adjust that some.
#39
07/17/2006 (3:47 pm)
Looking better and better. 3400 polys isn't that bad. It's at about 10k when you begin to worry. ;)
#40
07/17/2006 (4:39 pm)
Face head mohawk nose much better ! one thing in the side view hes feet seem odd
toe's are higher then the heel but coming along nicely.