Fat Boy

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Fat Boy // Work in Progress

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Post by Steinie // Sep 26, 2007, 2:19am

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Wait a second I see part of my knee cap in your textures too!


Wow this is really very nice work! Looks like your Headus UV purchase was worthwhile. Did you do Displacement mapping with the bump map shown in TS? Keep us updated, I'm hooked.

Post by Nez // Sep 26, 2007, 2:20am

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Amazing job - totally awesome.

If I was being super-picky (and this would only be visible in really close-up shots) the edge around the eyes seems 'sharp' (i.e. the eyelid edges? does that make sense) and the inside of the nostrils being red seems a little odd, at least so close to the 'outside'.

But those are really minor, probably won't be visible and may be intentional anyway...

Looking forward to the rest.

Post by Jack Edwards // Sep 26, 2007, 2:53am

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Awesome texture and UV work Steve! :jumpy:

Post by classic12 // Sep 26, 2007, 3:36am

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WOW thats amazing work that kind of stuff could be used in movies and things you should be proud of that (sure u were already but...) :jumpy: :banana:

Post by Délé // Sep 26, 2007, 4:41am

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Wow! You would think I would be used to your excellent texturing skills by now, but I'm still always surprised to see how good they turn out. Awesome work Steve! :banana:

Post by Nephos // Sep 26, 2007, 4:49am

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Fine Work Steve!! Fine Work!!

Looking forward to seeing some action!


Nephos

Post by TheWickedWitchOfTheWeb // Sep 26, 2007, 5:01am

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Ditto what Dele said. And the bump is fab too.

Post by splinters // Sep 26, 2007, 5:05am

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Amazing work as always Madmouse. If this were the style of artwork I aspired to then I would be jealous beyond words, but as it is not I can comfortably sit back and admire a technical master at work.


Well done mate, very impressive indeed...:D

Post by butterpaw // Sep 26, 2007, 5:05am

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That is some mighty fine texturing!

^_^

Post by splinters // Sep 26, 2007, 5:13am

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No crits at all Madmouse but once you have the details nailed, and they are good, any chance of a more moody shot as opposed to a beauty shot (ironic erm here)?


Biggest disappointment (if you can call it that) with the devil you did was the way it was finally lit and composed; looked like an advert for a MacFarlane action figure which would naturally show off all the detail in a good light.


I wonder how this guy might look with a little HDRI or GI and maybe some volumetric light as he steps from a dark corner into a dimly lit room.


Of course your work is technically superb and this is only a suggestion I would like to see. I can find no real fault with this but you did ask for crits and comments...

;)

Post by Georg // Sep 26, 2007, 5:26am

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A master at work, I am speechless!!!


Georg

Post by classic12 // Sep 26, 2007, 5:32am

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cant wait to see the body seriously this thing looks so amazing i wish i could do things like that, when i 1st saw this project i thoght it would be good i never imagined it would be this good

Post by MadMouse // Sep 26, 2007, 10:58pm

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WOW! Thanks for all the extremely kind and flattering comment guys. It's a response like that, that make all those long hours of pixel pushing worth while!


Biggest disappointment (if you can call it that) with the devil you did was the way it was finally lit and composed Rest assured Paul that lessons were learned on that one. I freely admit that my Achilles heal is lighting and composition, and although my devil mech did end up how I planed all along, I can admit that the final render was not how most would of liked to of seen it.


Things will hopefully be different this time. :D leave it in my incapable hands :D


Steve

Post by Nez // Sep 27, 2007, 12:12am

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To my mind, the biggest 'problem' with the devil mech was that we'd all got used to seeing all the detail in glorious, larger than life close-up shiny shots that the final composition rather diminshed the poor chap and made him very small, as well as making the detail hard to see; obviously the 800x600 limitation is awkward for impressive full-model shots in some situations, but we'd all got so 'up close and personal' along the way that it seemed to lack the impact we'd hoped for.

Just my interpretation of course. And there's no way I'd fault your modelling and texturing - your technical abilities are highly inspiring to many of us mere mortals... long live the Mouse ;)

And I look forward to what you concoct for this beastie, though you know what we want!

(the words 'mech' and 'fight' come to mind! :D )

Post by Shike // Sep 27, 2007, 1:25am

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Woa, the texture of the head is absolutely amazing! :D

Hm, why do I get a feeling that you'll run into the 2Gb wall again? ;)

Post by MadMouse // Sep 27, 2007, 2:55am

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Thanks Nez, I think you may be quite right with you comments. I am constantly annoyed by the size limitations of this forum but I do try to always link to a larger version on my site.


why do I get a feeling that you'll run into the 2Gb wall again? Yup! it has crossed my mind. Thanks for that :( :D

Post by MadMouse // Sep 27, 2007, 5:35am

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Not really a WIP... Just an excuse to say... DAMN!!!! Headus UV layout is one hell of a UV mapper :banana:

Post by Steinie // Sep 27, 2007, 6:15am

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Steve,The UV Map your showing of the torso was done with Headus UV, how easy was it to achieve what you have.? How long did it take? Did you select the seams and then relax the map? Are those finger tips and toes around the main map? (or little mushrooms?:D )
Could I do exactly what you just did with the $200 version?

Post by TheWickedWitchOfTheWeb // Sep 27, 2007, 7:35am

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Gsoh, that looks like it deserves a "woo!". Whilst I don't expect it to achieve the degree that a dedicated app can I sure hope that Caligari implement some half decent UV mapping in the next update. UV Cow was fantastic so it shows that it was even possible with the 'old architecture', so it must be possible with the new. Heck, I'd even consider buying a UVCow like plugin or 'bolt on' for Workspace if one were available.


Anyway, </rant off>, nice Steve, very nice.

Post by MadMouse // Sep 27, 2007, 8:03am

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Thanks Kate. Sadly TS is very lacking in UV tools but we can hope for the future. (jack of all trades master of none ;))


The UV Map your showing of the torso was done with Headus UV Yep, but so as not to mislead you at all, the image that I posted is a composite of a 3D preview from UV mapper pro and the UV map. I only use UV mapper pro for the preview because I haven't figure out how to turn off the seams in the 3d view (if you can) in Headus. It could just as easily been a real time grab from TS.


how easy was it to achieve what you have Hmmm.... not so easy to answer... It's not as easy as just pushing the magic 'unmap' button and it does the rest for you, but compared to the two other UV programs that I used to use (i.e. UVmapper Pro & Ultimate Unwrap 3D), its a breath of fresh air. Try to think of it as attacking your model with a pair of scissors, an iron and a pot of glue. Cut out the sections you want, iron them flat and then glue them back together, sticking in a couple of pins here and there to stop things going where you don't want them to.


How long did it take? 2-3 hours in totally I guess but there was a lot of trial and error involved for me as I'm still learning as I go. I suppose a pro user could do this in an hour.


Did you select the seams and then relax the map its a little bit more involved than that, but not much really.


Are those finger tips and toes around the main map? (or little mushrooms? ) Most definitely mushrooms :D


Could I do exactly what you just did with the $200 version? If I understand the restrictions, then the only thing you would of missed would be the symmetry tool. Which is very handy but there are ways around not having them.


Its a shame someone on the forum didn't give you the heads up on headus before the price went up! ;) ;) :D


HTH a little Bob. Why not download the trial version and give it a go yourself ?????


Steve

Post by jamesmc // Sep 27, 2007, 8:13am

jamesmc
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Excellent work as usual Mouse!


I like the texturing as well.


Reminds me of a neighbor I had once. He had this Mexican hairless with a bad disposition...


well, that's for another time and another place. :)

Post by MadMouse // Oct 1, 2007, 8:58am

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Well it took me a while (as always :D) but the textures are finally finished for 'Fat Boys' body, in my defense, there was a lot of surface area to cover.
Now its on to some rigging and posing (I'm really looking forward to seeing him in a different pose, I'm soooooo sick of looking at this one;))

Comments and crits please people.

Steve

Post by prodigy // Oct 1, 2007, 9:09am

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Wow Mad.. that is Incredible!!

It remainds me to an ogre from the lord of the rings... :)

Post by Steinie // Oct 1, 2007, 9:22am

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When I first saw the head it "looked familiar" but my Son and his friend instantly knew where he was from.

The texturing is awesome! I really like how you did the back patterns.

Can't wait to see what you do with poses.

Post by splinters // Oct 1, 2007, 9:26am

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Have I ever told you that I think you're quite good at this 3D thingy...:rolleyes:


Bloody amazing work mate.....well done.:D

Post by Jack Edwards // Oct 1, 2007, 9:48am

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Increadible work Steve! Looks like a combination of elephant and snake skin. :D

Post by tylerh // Oct 1, 2007, 10:25am

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Amazing!!! Great texturing, I really like the whole project and can't wait to see what you do with the rigging and posing.

Post by SiW // Oct 1, 2007, 10:51am

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Yeah, just kind of awesome. I hope that once it's rigged you'll grace us with renders of him doing something terribly funny like ballet dancing via imported mocap :D

Post by jayr // Oct 1, 2007, 11:28am

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truely outstanding work mad mouse, well done. Looks like you're going to top your devil mech pic.

Post by butterpaw // Oct 1, 2007, 4:55pm

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I particularly like the wrinkles in his heels. The pattern on his back reminds me of a reticulated giraffe (although the texture does not, of course)

^_^
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