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




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




About the author
#42
07/19/2006 (5:49 pm)
I personally like what the additional texture does in the last one... the texture is still not so tightly packed as to look uber-realistic - I think it has a good toony look. The last one also helps to add a little bit of texture to the areas that didn't have the hand-drawn texture, which I really think helps a lot.
#43
-Okashira
07/19/2006 (6:05 pm)
Really nice! I like the last one best, except the texture on that one's nails look a little sharp, though it might just be the angle of the model.-Okashira
#44
07/19/2006 (6:32 pm)
Much better!!! Sarah darken him more and make the lines stand out more work in highlights on high parts of the wrinkles ...With out the dark parts highlights wont stand out ...Well dun
#45
07/20/2006 (3:56 am)
It gets better everytime you post an update. Very nice. Well done. Keep going!
#46
Not sure what critter I want to do next. Maybe a dragon, or... horse... or bleh. Who knows. I'll decide that this weekend and story/concept the heck out of it; I learned my lesson with this one's texture.



07/21/2006 (11:00 pm)
Ok guys, I think I'm about rhino'ed out. :) Here is what will probably be the last screenshot update before I package him up for people to play with. I have to find a hosting place this weekend and put up a site, but what will be included is: the obj file of the triangulated model (3512 tris), a psd of a texture template, 2 pngs of the final texture I made with this last model change (512 and 1024), a readme and a license (must search around for a good general Torque one, too.) No animations as I'm learning plenty with just modeling and texturing for now. I will also make a custom back or wrist mounted weapon if desired since his hands wouldn't curl around a regular gun too well. If someone else wants to take a crack at animating him, happy day. (Remember he looks better with more of a waddle-walk.) He will be free to use for strictly non-commercial purposes and will be posted in the appropriate forum section. Am I missing anything people would want in a free resource? Critiques are still very welcome and appreciated. I don't think I'm going to make any more changes for now so my short attention span brain can move on to something else, but that doesn't mean I won't in the future. Everyone has been extremely helpful!Not sure what critter I want to do next. Maybe a dragon, or... horse... or bleh. Who knows. I'll decide that this weekend and story/concept the heck out of it; I learned my lesson with this one's texture.



#47
07/21/2006 (11:23 pm)
I like Him dragon's are always cool :) Maybe try a humanoid?
#48
07/21/2006 (11:58 pm)
You did its horns nicely. You figure a cone would have alot more triangles, yet you made it look smooth.
#49
08/03/2006 (9:24 am)
It might be too late now but the biggest thing I see are the bendable areas. The arms, shoulders and legs are probably going to give you a lot of trouble when deforming. Mesh flow is everything in these areas so keep that in mind for your next model. Other then that very nice work!
Torque Owner Sarah Airington
I'm on my 5th skeleton, but as long as I can settle for a waddle/stomp-like walk it works alright. Although, my frustration with animation is probably lowering my standards.
@Matt:
Hehe! Thanks! 10k... I wish. Can't wait to see what TSE can push when that gets closer to done.
@Dave:
Thank you! I didn't notice that, thanks for pointing it out. Not fixed on the one I'm posting below but I'll fix those toes.
Hand-drawn wrinkles are aparently really hard. I'm not even so sure I'm on the right track for getting them to look cartoony but correct. The face I like the best, the rest... hum. Well, I'm still working on it. The last of the three screenshots is the same texture but has a multiply (I think it's multiply... might be a soft light) layer with part of an enormous photo of real rhino skin. I like it a lot better with the extra texture, but I'm not sure if it's going too far down the first texture path I went on.