Author Topic: Magus - Progress Images  (Read 16854 times)

Magus

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Magus - Progress Images
« on: July 10, 2007, 10:35:22 pm »
Magus - Progress Images

Im quite into 3D Animation, and decided to have a go at modeling Magus. Here is what I got so far


Set I: 1 hour in: I did not use a reference image for this. ( Reference image is a invisible background image that you can use to reference while modeling, asides from the standard look and copy from a picture.) And honestly, its crap, but its only a hour in.

http://img526.imageshack.us/img526/4434/000pb9.jpg

http://img213.imageshack.us/img213/7866/001am4.jpg

Set II: 2-3 hours in The moment I started using a reference image, there were major improvements I think.

http://img527.imageshack.us/img527/9715/0015nt6.jpg

Set III: 3-5 hours in The basic shape did not change. But great amounts of detail were added to nose, eyes, ears, and mouth.

http://img213.imageshack.us/img213/6259/002oe5.jpg

http://img230.imageshack.us/img230/2456/003ox7.jpg

http://img527.imageshack.us/img527/2098/004no5.jpg

http://img379.imageshack.us/img379/9981/005og0.jpg

http://img111.imageshack.us/img111/8938/008zp2.jpg

Set IV: 5-7 hours. ( current works ) Well, I think this is a match on, Im still working on minor details, such as eye lids, better lips, eyes, and ear detail, but its pretty good...or is it?

http://img388.imageshack.us/img388/2799/014nf4.jpg

http://img388.imageshack.us/img388/5516/011cs8.jpg

http://img242.imageshack.us/img242/5999/013la9.jpg

http://img388.imageshack.us/img388/6581/015kl8.jpg


And then some latest stuff



further notes:
The model has almost reached 3000 polygons, Im hoping it wont get larger than 5,000 because I still would like to use it in games like Jedi Academy. If I can find it someday. ( But something tells me 5000 is already bigger than Jedi Academy limits )

More Updates
Well, here is a quick, 5 min. UV Map job to see if I got anything remote to Magus' head...I think the UV is pretty good...for a 5 min rush.


Note, its not the actual UV Map Im going to use. I just wanted to try it out.
« Last Edit: August 13, 2007, 12:28:47 am by Magus »

Freakyfrankie

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Re: Project: Magus
« Reply #1 on: July 10, 2007, 11:53:47 pm »
Wow that looks great! You've got some major talent in 3D animation, man!

Magus

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Re: Project: Magus
« Reply #2 on: July 11, 2007, 01:12:51 am »
Thanks. I've always been into 3D animation, and I was really disappointed when I heard the CT: Resurrection was canceled. So I decided to re-make the Magus model from that game using the provided concept art.

I've been into animation for a few years now, and want to fully animate the Magus when its done. Maybe maybe a few short video's with him to. Or better yet, make a simple interactive demo with him using Python programming. :D

satchel_dawg

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Re: Project: Magus
« Reply #3 on: July 12, 2007, 08:01:00 pm »
Wow, now that's talent.
you should definetly do something with this.

Magus

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Re: Project: Magus
« Reply #4 on: July 12, 2007, 09:36:33 pm »
Thanks. I do plan to use Magus for alot of CT Based movies. I plan to model the whole crew eventually.

Well, things have been going good as far as the project goes. I got a good, 15-20 hours into this model over the past few days, and got a lot done in terms of Face, Hair and Cape.

Face Wise:
I re did a large portion of Magus' mouth over the days. I did this because i didn't like the low-poly mouth, so I switched it with two separate lips. This means he can now talk, (if I lip sync him via morph targets )

I also added almost 100 polygons worth of extra detail to the nose. Making it match the concept art better.

I still did not get to the eyes yet, and they are still fairly low in detail, only 50 polygons as of now, but I'll be adding more soon enough.



The Cape:
Cape wise, I figured out something interesting. Apparently Magus does not posses a Silk / Cotton cape that I thought he had, instead its more Wool like, meaning that instead of cutting off at the end, it rolls in. I had to cut over 150 more polygons of detail just to do this, but I think it looks awesome.



The Hair
Ah, now the hair. This is turning out awesome. At first I just had, plain, boring straight hair that goes down. Not magus like at all. Ive started to make more detail today. In just today, look what I got hair wise.

Im guessing at least a extra 125 Polygons so far, still many more to add.





More to come soon

Freakyfrankie

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Re: Project: Magus
« Reply #5 on: July 12, 2007, 09:54:00 pm »
Looking GOOD! ^___^ I like the Hair 2.0!  :mrgreen:

Magus

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Re: Project: Magus
« Reply #6 on: July 12, 2007, 09:57:02 pm »
So do I. ( Not to envy my own work to much )

I really like how it turned out that well in only a few hours of work. ( 3-5 I think, all today )
All I got to do now is add some volume, re-organize the vertex coordinates and such, and the hair is done.

nightmare975

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Re: Project: Magus
« Reply #7 on: July 12, 2007, 10:26:24 pm »
What editor program do you use? I use Maya, just wondering.

Magus

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Re: Project: Magus
« Reply #8 on: July 12, 2007, 10:48:37 pm »
Blender 3D. Excellent program, with the ability to be expanded via Python programming, has a built in Game Engine that also uses Python for programming.


satchel_dawg

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Re: Project: Magus
« Reply #9 on: July 13, 2007, 04:51:11 pm »
Blender?
i used to work with that, but i sucked and couldn't make anything past a low quality sphere.

Magus

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Re: Project: Magus
« Reply #10 on: July 28, 2007, 05:12:52 am »
Got alot more updates today...especially the hair.



And last but not least: The very latest Stuff ( as of today)

Further updates on the face and cape.
Legs almost done. The boots fight tight on the "loose jogging" style pants of his, along with the Leg brace on his right leg.


Gloves fit to arm as well.

New hair!
I re did his stupid hair 3 times in total. This time, I got it right. Check it out. ( It's also 300 polys more than the last version...which isn't good, but oh well. It's worth it )


And a wireframe to finish the day. ( The model will probably just go over 5000 polygons. Making it pretty high poly for the game engine. But oh well, Im using it for animated movies as well. )

I'm really excited to begin skinning. The cape and hair will be excellent challenges for armatures, as well as the body. This will be first advanced character animation in blender. Ive did little stickmen animations, but this will be pretty complex.

« Last Edit: July 28, 2007, 07:30:15 pm by Magus »

Freakyfrankie

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Re: Project: Magus
« Reply #11 on: July 28, 2007, 05:44:04 am »
Wow looking great <3!!!! After this you should do a quickie of Marle, lol

Magus

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Re: Project: Magus
« Reply #12 on: July 28, 2007, 07:24:34 pm »
Thanks.

Not to worry, I plan to Model the entire CT Cast, and make a few short movies on YouTube with them.

Kebrel

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Re: Project: Magus
« Reply #13 on: July 28, 2007, 08:42:09 pm »
You are truly skilled at what you do. But I think the hair should be somewhere between version 2 and 3. Just because version 3 is too rounded.

Freakyfrankie

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Re: Project: Magus
« Reply #14 on: July 29, 2007, 01:23:21 am »
I kind of thought what Kebrel thought, but I wouldn't worry-- Version 3 is just something I got used to fast and I think others would too if they saw it more, or saw it textured. Can't wait to see the videos though. <3 If I knew how to make textures I'd totally make some for you. I've edited textures on some PC games, like FFXI, and the Sims 2. So I kind of have a vague idea of how it would work, but good textures can't really be made without the measurements of the model I think. >.> Not sure. 3d stuff's not my forte, lol.