Forum: 3D Modeling


Subject: Earth-X Hulk Re-Make

Teyon opened this issue on Jul 08, 2006 · 15 posts


Teyon posted Sat, 08 July 2006 at 12:44 AM

Hiya gang. Long and long it's been since my last wip and I've been inspired to recreate my Earth-X Hulk model from years gone by.  Originally a re-design by Alex Ross, I first created a 3D version in Rhino3D using NURBS and now I'm recreating it in polys. The reason is two fold, one: I've always wanted to do a better, fully textured version and two: I was inspired to revise the model after seeing Kolby Jukes' recent Hulk model created in XSI and Mudbox. So, enough babble, here's the WIP so far:

(Please note the upper lip/nose area has changed since this image was taken).


Teyon posted Sat, 08 July 2006 at 6:20 AM

after taking a nap, here's an update. all told, 2 and a half hours of work from start to now.

Teyon posted Sat, 08 July 2006 at 8:37 AM

another minor update. I decided to take it into Hexagon for displacement tests before finishing. I liked the test so much that I did a paintover in Photoshop. It's a bit dark, since there aren't any lights in Hex and I just used a screengrab as a base but I thought it turned out okay.

Mikewave posted Sat, 08 July 2006 at 5:39 PM

Looks great dude! Glad you put in a side view, I loooooooove the way the mouth and chin stick out. That underbite (not sure this is english or dunglish), I mean the lower lip sticking out like that, gives it a great expression! The day my modeling skills come close to yours, I will be a very happy man... Gtrz

Coming soon


Teyon posted Tue, 11 July 2006 at 7:05 AM

Thanks! Here's an update.

petes posted Mon, 24 July 2006 at 11:24 PM

hey thats looking pretty good buddy! A fairly light mesh, but seems to get the job done so far. BTW...Alex Ross is on eof my favorites :-) can you psot you refernce material..or is that a site no-no?

lightwave, photoshop, oreo's...tools of the trade.


Teyon posted Thu, 27 July 2006 at 8:15 AM

If it's for educational purposes than I can. I'll do it when I get back in. Here's an update. Hope to see ya at Siggraph Pete. I'm the bald short dark-skinned dude at e frontier's booth!

manoloz posted Thu, 27 July 2006 at 8:55 AM

Hey, Teyon, be sure to take pictures of things at Siggraph, for those of us that will not be able to make the trip!

still hooked to real life and enjoying the siesta!
Visit my blog! :D
Visit my portfolio! :D


petes posted Thu, 27 July 2006 at 8:53 PM

hey I'll be sure to stop by and say hi buddy! Probally Tuesday. It'll be nice to meet you.

lightwave, photoshop, oreo's...tools of the trade.


billy423uk posted Thu, 27 July 2006 at 9:26 PM

can't believe the detail you get from so few polys. can i ask what to you may seem a silly question....what does displacement do? anyway, nice work.......one day in the distant future i may be half as capable lol

 

billy


Teyon posted Thu, 27 July 2006 at 11:58 PM

weird double post thing happened. Editited for the sake of clarity...


Teyon posted Fri, 28 July 2006 at 12:00 AM

 Hey gang. Pete, I'm looking foward to it. I'm not the best photographer in the world (lots of thumbs and headless folk) but I'll take what pics I can.  Billy, a real fast and dirty explanation is that displacement maps move the vertices of a mesh based on color values (black-grey-white)...kind of like a hieght map in a terrain editor. It allows you to simulate higher res detail on lower res meshes, assuming the low-res mesh has enough polys to support that detail, all based on image data. Most folks use ZBRUSH to paint their maps directly on a subdivided mesh. Usually, the low res mesh used in the final image is taken into ZBrush (or simillar app), subdivided 3 to 7 times and then they use a "brush" to move vertices around to add detail. This gets exported as an image which is applied to the low res model that shares UV info with the highres one. The effect only appears at render time, dramatically lowering the file size of a scene while allowing models to appear to have more detail than normally possible.

I think that explained it more or less...explanations were never my thing. Examples...now that I can do. :)

Here's my ref.


petes posted Fri, 28 July 2006 at 9:08 PM

love his work! looking at it now...ref seems ape like. Short bies long forearms.. maybe smaller delts? either way..looking great! see ya soon.

lightwave, photoshop, oreo's...tools of the trade.


Teyon posted Fri, 28 July 2006 at 11:01 PM

That's it!  I knew there was something not quite right. The delts are a bit large, as is his pecs I think.  I will have to see if I can tweak that in Hexagon without wrecking my model. Thanks Pete! See ya soon.

Mikewave posted Mon, 31 July 2006 at 11:17 PM

Amazing job on the muscles!!! Can't wait to see where this ends up... Your Hulk-dude inspired me to start working on a gorilla-like character. I'm posting wips on the LW forum becouse posting it here would be way too embarresing since It doesn't even come close to the quality of your model. Someday it might though, or at least I hope... ps; say hi to Petes for me at Siggraph...

Coming soon