zandoriastudios
Apr 28 2007, 07:32 AM
Click to view attachmentHere is going to be my challenge entry

I first modeled this character in 2000, this time I think I will be able to achieve the look I have in mind [since i've had some practice...]
Rodney
Apr 28 2007, 07:51 AM
Outstanding! Really looking forward to this Will.
LeeAnderson
Apr 28 2007, 08:10 AM
Oh no! Will, you can't enter! The rest of us need a chance

I was hoping that all of your threatenings to enter were just jokes to keep us on our toes!
The character already looks great. Is this a resculpt of the old one? What kind of environment are planning on putting him in?
I'm looking forward to watching your progress
Lee
zandoriastudios
Apr 28 2007, 08:37 AM
I'm thinking of doing that "death dealer" scene, with ruins in the background.
MSFlynn
Apr 28 2007, 08:57 AM
QUOTE(zandoriastudios @ Apr 28 2007, 09:37 AM)

I'm thinking of doing that "death dealer" scene, with ruins in the background.
From Frazetta's 1973 painting? That would be awesome.
KenH
Apr 28 2007, 09:35 AM
LOL A strategically placed white spot! But you missed some bits.

This should be fun to watch progress. I thought you might do that character that was fishing with fairies. Hopefully you'll do that in the future.
cfree68f
Apr 29 2007, 07:38 PM
Awesome! I'll take a poster when you are through ;-)
Cant wait to see this one take shape.
Zaryin
May 3 2007, 01:18 PM
I always loved Tar. I wonder how you're going to improve it any more. I love the concept and settings of your other Tar works.
dborruso
May 5 2007, 07:17 AM
I love TAR. I know you will make something great.
zandoriastudios
May 6 2007, 10:20 AM
Still working on the character....just modeled the wrist strap
steve392
May 6 2007, 11:02 AM
since i've had some practice

just a bit lol
looking magic as usual looking forward to seing the texturing
agep
May 6 2007, 12:45 PM
Im looking forward to watch the progression
zandoriastudios
May 8 2007, 12:22 PM
I've been doodling around trying to decide on how I want the Jowls to look and work, since I was unhappy with my earlier version...
A real hippo has a bit of a chin (left side of sketch), but giving less of a lower jaw--almost all lip, seems a little "cuter" (inked version). I will keep these ideas in my head tonight as I remodel that lower jaw area...
KenH
May 8 2007, 12:43 PM
Does he have to be cute? Personally, I prefer the original.
zandoriastudios
May 8 2007, 05:47 PM
Here is how it looks so far...Still working with just one side (the other half is just scaled -100% x-axis in the choreography)
itsjustme
May 8 2007, 06:10 PM
Nice! Incredible work, as usual, Will!
dborruso
May 8 2007, 06:43 PM
Wow, he is looking real cool. Can't wait to see him textured.
Rodney
May 8 2007, 07:31 PM
It's great to see you in action again.
MMZ_TimeLord
May 8 2007, 07:51 PM
Looking good Will... It'll be great to see him in a full setting...
gazzamataz
May 9 2007, 04:24 AM
Will, is it me or does his head seem a little too small for his body?
youngman
May 9 2007, 10:00 AM
This is looking really good Will,i can't wait too see more!
Jay
Paul Forwood
May 9 2007, 10:51 AM
Yeah, this should be good!
He looks like a candidate for the Squetch Rig.
zandoriastudios
May 10 2007, 08:59 PM
I've made it past copy/flip/attach...Now I will start adding the rest of his equipment. I was really pleased with the mouth this time, especially the insides (I had better references this time around)--and I even improved my technique stitching in the teeth
MMZ_TimeLord
May 10 2007, 11:18 PM
Will,
That looks awesome!
Actually stitched the teeth into the model mesh... WOW... "I'm not worthy!" just doesn't say it.
zandoriastudios
May 11 2007, 06:43 AM
Jody, it was actually really easy--I'll see if I can post a brief tutorial. I remember taking forever to model the Balrogs teeth--once you try this, you'll never go back.
Teeth Stitching TutorialStart with the mesh of the jaw or gums. In this case I decided to model what could be a crocodile or dragon's lower jaw.
Click to view attachmentUsing the ADD tool, stitch a circle into the gum. This will become the base of a tooth.
Click to view attachmentSelect the splines in each circle and set the MAGNITUDE to 167%. For these teeth I have added a second ring, which will become the tooth cross-section later.
Click to view attachmentWhere the mesh doesn't have enough resolution for the number of teeth you want, stitch in more. These dangling splines will be HOOKS.
Click to view attachmentAfter you get your teeth drawn in, you notice that the adjacent teeth have 6point areas between them. Fix this by stitching a spline between them. leave the end dangling, then HOOK it into the next patch.
Click to view attachmentHere you see all of the teeth stitched in, but a lot of 5point patches to make!!!
Click to view attachmentIt's really not too bad...just work your way down the line.

Turn on SHOW NORMALS (SHIFT+1) to make it easy to see which way the surface is pointing. If the direction is wrong, hit (F) to FLIP it.
Click to view attachmentSelect the spline where it runs into the base of each tooth and PEAK it (P). This will help create a distinct gumline where the tooth emerges.
Click to view attachmentSelect the center of the tooth and TRANSLATE it up. Then select the cross-section spline and move it up also. You may need to switch views as you go. Holding down (2) constrains movement to the Y-axis (up and down).
Click to view attachmentContinue down the line and shape the rest of the teeth.
Click to view attachmentCOPY/FLIP/ATTACH to get the second half of your model. Easy!
Click to view attachment
MMZ_TimeLord
May 11 2007, 09:39 AM
That's so simple! Pure genius!
Caroline
May 11 2007, 02:11 PM
Thank you for taking the time to show that - it's so much more satisfying than just plonking a tooth into a gum. And the process is relevant for many other things too.
zandoriastudios
May 11 2007, 06:56 PM
you're very welcome. That was the reason why I posted an example--it really isn't just about teeth
the_black_mage
May 11 2007, 07:18 PM
dude thats awesome, i gonna do that right...(opens A:M)....now!
elliotclem1
May 12 2007, 01:22 AM
Wow your amazing. I think you have easily won this contest without even texturing it.
Keep it up.
It's going to look fantastic,
zandoriastudios
May 16 2007, 08:49 PM
Added some sandals...
dborruso
May 17 2007, 09:50 AM
Looking nice will. Did you use any special light settings for that render? it looks nice. I like seeing him in an environment.
zandoriastudios
May 17 2007, 07:21 PM
one sun + ambient occlusion. setting the groundplane to front projection target.
ypoissant
May 17 2007, 07:37 PM
The model looks cool.
I took your render and pushed the saturation to the max to show the colors that are in the photo vs the colors that are on Tar. To match the same light as in the photo, see the direct lit sand which is yellow-orange and the shadowed sand which is blue, you need to set the AO color to blue and the suncolor to yellow.
Tunames
May 17 2007, 08:32 PM
When he gets older are you gonna give him some black socks to go with those sandels?
zandoriastudios
May 17 2007, 09:20 PM
QUOTE(ypoissant @ May 17 2007, 11:37 PM)

The model looks cool.
I took your render and pushed the saturation to the max to show the colors that are in the photo vs the colors that are on Tar. To match the same light as in the photo, see the direct lit sand which is yellow-orange and the shadowed sand which is blue, you need to set the AO color to blue and the suncolor to yellow.
Yves, if you set the Global color to anything other than WHITE (I originally was using Image based lighting), then the front projection target (ground) picks up that color and doesn't match the rotoscope. So I'm aware that the lighting isn't correct--if I were going to composite an animation in Aftereffects, I'd light it to match the scene and render Tar and his shadow separately, then composite with the background plate....since I'm still just working on the model, it didn't seem to be important to do all that extra work.
dborruso
May 18 2007, 07:39 AM
Is there a way to have an object not recieve the ao color or alter the color it recieves? That would be handy.
zandoriastudios
May 20 2007, 07:27 AM
probably the easiest work around is to use a Klieg light with a colored shadow.
zandoriastudios
May 28 2007, 04:46 PM
I think this will be his basic gear... I think I will add things like weapons, belt pouches, etc as actions. Now I need to start painting some textures.
elliotclem1
May 29 2007, 01:23 AM
Looking good.
Can't wait for the weapons and the textures.
How about if you add a axe at his belt or something like that. It could be made of wood?
MMZ_TimeLord
May 29 2007, 07:39 AM
Will,
That looks great!!!
We're missing you at the Hash Bash though...

*HUGS*
zandoriastudios
May 30 2007, 07:42 PM
saw a cool tutorial in 3DWorld of terrain, which gave me an idea......
After creating the terrain with the terrain wizard, I ran Marcel Bricman's "PuZh" plug-in. The plug-in pushes the CPs a set distance along their surface normals, which makes the weathered gullies really look good--it makes the gullies seem to cut into the rock more naturally and swells the hills a bit. [It's kind of funny, because the tutorial I read was done in Max--it took 2 pages of step by steps! This was done with 2 clicks!]
Rodney
May 30 2007, 08:20 PM
Great technique Will. It looks really great.
2 clicks eh? Wow.
trajcedrv
May 31 2007, 12:17 AM
I agree! WOW from me too!!!
DarkLimit
May 31 2007, 12:34 AM
Will that terrain looks mighty good.....
kikiriki
May 31 2007, 01:39 AM
Great work! Looking forward to see the progress... :-)
zandoriastudios
May 31 2007, 05:49 PM
Just a before/after example of a hightfield generated terrain (from the terrain wizard) to adding a bit of inflation (PuZh wizard).
cfree68f
May 31 2007, 06:26 PM
freaking awesome!
C
zandoriastudios
May 31 2007, 07:24 PM
Still playing
zandoriastudios
Jun 1 2007, 06:58 PM
OK, Here is the setting that I think I will work with....I'm pickturing a pile of bodies, armor, weapons,etc. scattered all around the hill--In the style of Frazetta's Conan
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