if you have the pivots in the same position in max, the geometry will align itself accordingly, so : align the geometry as you see fit, and then bring both pivot points in the same spot…usually 0 0 0
Picking at the Zangief model again.
Did a little re-top work on the boots tonight.
I still need to make the sole, the band around the top, string, and holes for the string.
I intend to edit the topology again after I sculpt. This will just work as a bease mesh.
Some work on Guile’s face.
Just in time for the announcement for SF IV! Great work on Guile. Zangief looks like he’s ready to be posed. Can’t wait to see who’s next.
I think guiles hair needs to be shaped better. it had more form than just a flat circle on his head. i know the front came to a point.
Looking nice, really love the comic style it has.
Keep it up, im new to zbrush, you jsut model from scratch in zbrush than retopologys it, and transfer the detail with the morph ? or just retopo and do the detail from there.?
I did some street fighter myself last night, here is akuma
http://www.zbrushcentral.com/zbc/showthread.php?p=404880&posted=1#post404880
Nice Akuma, reminds me of his look from the street fighter alpha generations movie.
http://www.youtube.com/watch?v=LBIDLDJUfd8&mode=related&search=
I agree about Guile’s hair, I though it looked weird when I was making it, but wasn’t sure how it was supposed to be. I’ll do some research on that and fix it. Check some anime vids.
Thanks
YES!!!
http://www.streetfighterworld.com/
The trailer looks wicked!
I wonder if it’ll be 3d but look like the animes. That’s what I’ve been hoping for. To be able to control the anime fight sequences basically.
I’m expecting it to be like 3rd strike though.
Dude i’m loving your work.
Got to working on this model again.
I rotopoligized his costume.
Attachments
nice. Now just give him some shoelaces, and you can start the texturing. Love the dhalsim head BTW. I see you understand facial proportions.
So you are working on the new Street Fighter 4 game?
Your stuff looks great. Nice work.
No man, I wish :lol:
I’m not working anywhere doing 3D yet, I hope to get a job soon.
It would be like a dream for me to work on Street fighter 4, or Namco / Sega’s fighters. I’m a big fan of these games.
Does anybody know where I can find the Max8 Tangent Space Normal map settings for Zmapper, or for Max9. I can’t find it anywhere.
Thinking of what design to go with for my reel.
Here’s something I came up with today…
Little by little
I’m making the hair in 3ds.max and taking some of it as geometry in to ZB, to have something to look at.
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Your stuff keeps getting better. I like the Demo Cover image- but since you asked for a critque, I’m going to give you some info that might be helpful. Before I get too critical- I just want to say- its a good image and it caught my eye. That said- it is my opinion that it might limit the interest in your reel. The image you have choosen has three fault I can think of:
- It has a horror theme that will only go over well with companies that do horror work.
- It doesn’t inspire me by its originality
- The right hand feels weak
The first point may not be a problem. It seems you want to work in games- and most games involve violence- so this might just be fine. This image, however, might not impress a company like Pixar or a game company that does non-horror related genres. Its not that companies are prude or hate horror- but they tend to stereotype artists “This guy does Monsters, so he can’t do a sports game”. I’m guessing you might be thinking “There is no way in HELL that I would ever do a sports game.” This might be true- but I believe it doesn’t hurt to make yourself hirable. This doesn’t mean do an image of a sports figure- but maybe something with general appeal. This brings me to my second point- images that seem original. Your image is great- anyone who looks at it will realize you have talent. The problem might be- when they look at it, they might think it looks like all the other reels they have seen with a monster on the cover. Monsters, Fantasy Creatures, Super Heroes, StarWars, and Aliens are over done. I’m not saying don’t do what you like- you should always create the art that inspires you- but choose for your front image something that will be memorable if you can. If you look at the top row here- I think there is a lot of work that is its own story… maybe that can help to inspire your own originality. Finally- if you do decide to use this image (which is fine) work some more on the right hand- the pose feels too much look a limp wristed scoop- it needs more tension, the fingers not all lined up- have the line of action come from the forearm continue out the wrist into the hand.
good luck
Craig
Thank you very much for the critique, I will keep these points in mind.
I’m usually more drawn to the highly detailed fantasy creatures in reels, but I do see your point. Realistic humans transfer better to most projects, so something more in line with that is preferable to see in a reel right away.
I can do something “real” for my reel, that’s not too difficult. I just like to make the fantasy or super hero looking characters more. Plus I’m working on a fantasy based RPG. It’s a home brew project, no pay.
Here’s the last model I did for that.
The Lycan’s pose needs fixing, I agree, the hand looks weak, the joints are bending like rubber and I want to do the fur with the Max hair simulator, not sculpted how it is now.
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I don’t think realism is what I’m suggesting- just originality. You might be saying “What isn’t original about my alien? nobody has ever done anything like it…” except, its an alien. Studios have grown tired of aliens, monsters, etc… Something you don’t see too much of on a demo might be Plant life, animal life, still life work, editorial and/or concept work. None of these have to be done realistically- just the subject is maybe atypical. There is a post on the top row right now of a historical caricature- I think it has a certain amount of appeal because I haven’t seen too much of that genre… at the same time, its not realistic at all. I think also giving your image a story- a concept- will make it have more appeal. The winner of the Zbrush contest “Scared Stupid” created an image of the Frankenstein Monster. Though it was an image of a monster- it had a strong concept that added to its originality- Frankenstein was considering further surgery to rid himself of unneeded fat (I’m not doing the image justice, so please look at it yourself). That image inspires me due to the original way its handled.
Good luck
Craig
Got all the hair on there and did a quick overpaint in PS, just some basic colors.
The inside of the mouth and scars are painted entirely in Photoshop.
I added more hair and messed his bears up a little more.
I think Comic Craig is making some really important points here.
He is dealing with themes that often get overlooked by the majority of people trying to get into this field.
That theme is technical ability versus creative ability.
Often we see models that are techinically mindblowing. They have great detail of the pores, wrinkles, the clothes have real tooth to them, but the overall image is just lackluster.
It seems to me that the people who are often doing the best and most interesting work are those who choose what they do very intelligently. They often have great technical chops but sometimes they get ahead with a smart approach to their work.
As anyone knows that looks through CG forums, there are certain images that are by definition, cliche.
We all know what they are. Wolverine. Aliens. Monsters. Naked Women with big swords.
This stuff can be interesting and well done, but when you see so many of these it can be wearying. After a while a guy longs for something different.
If you eat steak everyday, even if it is the best steak in the world, you are going to want something different eventually.
With that said, I am really enjoying your Zangief and your Dhalsim head.
The cover of your demo reel does make me think that you are probably a goth emo kid who paints his fingernails black. I am sure that is not accurate but that is how it reads.