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Published: 2010-09-21 20:18:33 +0000 UTC; Views: 3205; Favourites: 30; Downloads: 17
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Description
Finally got this huge beast a walkin!remember folks... hes 80' tall, which places 6' humans at the top of his toe-nail!
I'm working on a scale sheet as well!
Standing Tall! [link]
*Edit 09/22/2010:
Adressing the tail movement:
The tail weighs like 200tons... its not like its a little puppy tail or even an alligator tail for that matter. I was trying to find a happy medium between stiff/momentum/and pelvic movement. I don't think my imagination on my tail movement worked like I had planned.
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Comments: 60
GeneralSoundwave In reply to ??? [2010-09-27 14:25:56 +0000 UTC]
stay tuned! an update is on its way!!
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oulyt [2010-09-23 04:07:37 +0000 UTC]
holy awesome, nice job!. what software did you use to make this? animation + modeling
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GeneralSoundwave In reply to oulyt [2010-09-23 14:05:26 +0000 UTC]
3D Max, Z-Brush, and Photoshop. [link]
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subedei [2010-09-22 22:10:06 +0000 UTC]
nice walk cycle man, looks great, love how the tale hits off the hand, nice touch
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fragmeister [2010-09-22 19:58:42 +0000 UTC]
I don't know what else to say other than this looks absolutely fracking amazing. This is ideally the work I would like to do. Your work is truly inspiring.
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GeneralSoundwave In reply to fragmeister [2010-09-22 20:37:53 +0000 UTC]
Thank you for such kind words. I feel humble
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fragmeister In reply to GeneralSoundwave [2010-09-23 18:13:00 +0000 UTC]
You're welcome
Is there anywhere I can see your process or WIPs? If it's anything like this then I'm super intrigued
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GeneralSoundwave In reply to fragmeister [2010-09-23 18:21:21 +0000 UTC]
i have a few... I'm listing them in order from newest post to oldest:
[link]
[link]
[link]
[link]
[link]
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fragmeister In reply to GeneralSoundwave [2010-09-24 10:47:20 +0000 UTC]
Awww thanks!! I'm checking these all now!! Don't happen to have any wireframes do ye? (sorry for so many questions I totally dig your stuff!!)
How do you get such hi-res seamless textures? With my 3D work I've really been having issues with texturing. I'm finding with 3D sculpting I'm alright (I'm trying to find a process which uses sculpting as modelling as I'm not too good with base meshes), but with texturing it's pretty hectic for all the UV's and to keep them seamless seems a task in its own right!
Also I assume your animation is keyframed? Did you use a bones system from 3DS Max? I currently use maya mainly and I hear the 3DS Max bone system can be quite awesome.
Again sorry for all the questions!! This piece just made me think of so many!
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GeneralSoundwave In reply to fragmeister [2010-09-24 14:12:59 +0000 UTC]
well... lets see how i can coach you through this...
Mashru Mishrus Street Cop tutorial is the closest thing to what I used in my 3D Modeling Pipeline. You will need to create an account with the Area to look at it. Do it, its WORTH the time:
[link]
Even though I paint the majority of my textures in Z-Brush, I use photoshop a LOT. What younger modelers often miss in their models is not the texturing or the modeling or even the lighting... its the materials that breathe believability into their work. Its one of the most important things you can learn. For this character, I use two 2048 maps... one for the Main Body and one for the armor. I chose to do this because in the future, I can make modular armor pieces and Unreal 3 doesn't have to load every texture if I choose to go with a different set.
Lighting.... Alessandro Baldasseroni is one of my mentors. I didnt even know he posted this on his site! I found this a few days ago... You need to learn to use this lighting rig:
[link]
as far as rigging goes, I use Max Biped and not bones. When creating your own rig, there are so many extra technical steps that you have to go through in order to make a solid, re-usable rig. This is why i hate Maya so much. Use Max Biped until you decide to become a SERIOUS animator. Animators think differently than modelers do... just because you know HOW to animate doesn't make you an animator. I know how to change my oil, but it doesn't make me a mechanic. its two different career paths and true animators are rare people. Its very difficult to be amazing at both. I deal with that.
I hope this helps
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fragmeister In reply to GeneralSoundwave [2010-09-24 17:28:40 +0000 UTC]
Thanks so much for the rigs and the awesome advice I'm definitely going to be digesting this now.
Again thanks so much it is really going to help with my studies
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GeneralSoundwave In reply to fragmeister [2010-09-24 17:47:29 +0000 UTC]
Anytime!! Glad I could help!
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CylindricalFawn In reply to GeneralSoundwave [2010-09-22 18:49:16 +0000 UTC]
Your very welcome !!!!!!
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Dandoombuggy [2010-09-22 14:10:09 +0000 UTC]
I love seeing CG models come to life with animation
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GeneralSoundwave In reply to Dudz [2010-09-22 14:29:06 +0000 UTC]
mang, dont make comments like that without helping a brotha out! Wheres it clipping!?
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Dudz In reply to GeneralSoundwave [2010-09-24 09:57:48 +0000 UTC]
Sorry, just testing the water. I'm sure you know how some people on DA can be about critique .
The tail sticks right through the middle of the hand for a frame on each side.
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EHammelArt In reply to GeneralSoundwave [2010-09-22 19:57:38 +0000 UTC]
I noticed it too, the edge of the helmet hits the shoulder. Awesome modeling and animation! One more slight detail that bothers me a little, is how he seems to hold himself up on his middle knuckles, he should be putting his weight on the top knuckles, (like a fist). Cheers!
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GeneralSoundwave In reply to EHammelArt [2010-09-23 00:52:42 +0000 UTC]
GRAH! noooooo! I can't believe i didnt catch that!
Ill see about adjusting the knuckles
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Bawarner [2010-09-22 09:24:11 +0000 UTC]
pretty cool. But yeah, as I saw somebody else say, the tail does seem kind of jerky and seems like its moving way too much. The only other thing I saw was that his right foot (left from where we look at it) the toes come together as the foot comes forward but the other foot does not close the toes, it looks good when the toes don't close. But other than that, it looks great.
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GeneralSoundwave In reply to Bawarner [2010-09-22 14:32:11 +0000 UTC]
About the tail.... When something that huge has something that weights over 200tons, will the momentum alone carry the tail in that manner?
About the toes.... I agree with you whole heartedly... I dont know why, but my plant key/slide keys are giving me wierd errors on the toes. That is one of the errors. I think its a max 2010 bug. Ill have to do a camtasia screen capture or something and submit it to Autodesk. its VERY annoying and kills the animation cause its an eyesore.
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BrotherOfMySister [2010-09-22 06:39:08 +0000 UTC]
That's some great work General, on both the model/texture and animation alike. It's not just that it's alive (x2), its move has an attitude that matches its appearence. Perhaps the tail could wave a bit more freely though, as it looks a bit stiff atm.
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GeneralSoundwave In reply to BrotherOfMySister [2010-09-22 14:35:05 +0000 UTC]
Ill have to put an overall note about the tail.... it weighs like 200tons... its not like its a little puppy tail or even an alligator tail for that matter. I was trying to find a happy medium between stiff/momentum/and pelvic movement. I dont think my imagination on my tail movement worked like I had planned.
aside from that, your comment and critique is most welcomed!
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BrotherOfMySister In reply to GeneralSoundwave [2010-09-22 21:13:07 +0000 UTC]
I see your point, although the body structure of this beastie looks like it can support its tail's weight, and then some. Just an opinion of course, you're the animator after all
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coregazer [2010-09-22 05:41:54 +0000 UTC]
Wow, love the way this is animated, really believable motion, although after reading Cymae's comment, I suppose it wouldn't hurt to try and get those wrists really feeling as though they're hitting something, tell ya what though, could use this as a scaling animation. But really, overall the model and animation are insanely good. May I ask what software/s you used for this?
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GeneralSoundwave In reply to coregazer [2010-09-22 14:37:32 +0000 UTC]
Thank you for your critique! I used 3D Max... I'm a closet Maya hater .... no thats a lie... I'm a hard-core Maya hater
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coregazer In reply to GeneralSoundwave [2010-09-22 15:54:09 +0000 UTC]
I've still yet to figure out the difference honestly . Not seen it written in black and white anywhere. Personally I'm just starting out with Zbrush right now
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GeneralSoundwave In reply to coregazer [2010-09-22 17:43:50 +0000 UTC]
as far as modeling goes, there is no real difference between Max and Maya. However, Maya is for SUPER advanced Technical Directors and Animators. No one Skeletal Rig is the same. Too much of a learning curve. Personally, I think Max has a superior skeletal rig because its good to go out of the box.
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coregazer In reply to GeneralSoundwave [2010-09-22 18:14:47 +0000 UTC]
Ah, thanks, I appreciate the info . Keep up the good work anyhow, look forward to seeing more from you in future
.
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Raelsatu [2010-09-22 05:16:05 +0000 UTC]
Looks great, the model and textures as well. The animation is pretty smooth.
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GeneralSoundwave In reply to Raelsatu [2010-09-22 14:37:54 +0000 UTC]
Thank you for taking the time to comment!
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