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Published: 2014-03-09 22:38:40 +0000 UTC; Views: 1746; Favourites: 40; Downloads: 11
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Created 100% by me in 2 nights. He has 5125 Vertices, and 4477 faces. Even has a set of teeth.I wanted to make sure my zim model was nothing like the terrifying globs of doom model in that one video game. This if you don't know what I'm talking about, this model i1.ytimg.com/vi/pxawln_OD7g/ma… and i1.ytimg.com/vi/_x1JIAcbCbs/hq…
Irkens are pretty hard to make 3d in this style but I managed to work around it. I'm going to add his uniform soon, and make zim a playable character in L4D2. But I need to model a mech suit so he can wear so I don't have to awkwardly stretch any limbs O_o
Will probably make one of those turn around flash things too of the model once it's complete.
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Comments: 50
RoboticMasterMind In reply to MovieMowDown [2014-03-14 22:13:40 +0000 UTC]
I won't be making it for SFM since he lacks proper facial movement. Maybe I will in the future when I decide to learn how to make flex files for Zim, but atm he's only rigged for body movements only.
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Prower-Enterprise In reply to RoboticMasterMind [2017-01-05 00:27:54 +0000 UTC]
PLEASE DO ;_:
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Dasypus [2014-03-10 06:00:02 +0000 UTC]
Hi- Nice model! I've been trying to figure out a basic model for his head for about a month and it's been weirdly frustrating.. this one looks pretty close to what I've gotten recently. Would you be willing to compare and crit a couple models of mine with yours?
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RoboticMasterMind In reply to Dasypus [2014-03-10 06:14:57 +0000 UTC]
Well I guess, but I actually just started modeling from ground up this week. The rest of the models I've been using are ripped models from my favorite videogame that I've been studying from and modding into videogames.
So I only have my first scrapped attempt at modeling zim, and this one which is my second attempt this week.
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Dasypus In reply to RoboticMasterMind [2014-03-10 06:49:14 +0000 UTC]
Sounds like a lot of work! You're making this L4D2? What's that? Left for Dead 2?
I've been trying to make a model to draw from since I've been sketching out a little comic and having trouble getting the trickier shots to read correctly. I'm just trying to figure out the basic structure of the head. It shouldn't be difficult to figure out- he's basically simple geometric shapes... but then things keep not matching up.
I'm just interested in head structure comparison- are you planning to change it up for the final model?
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RoboticMasterMind In reply to Dasypus [2014-03-10 07:10:20 +0000 UTC]
Left4Dead2 is a action/adventure zombie shooter game. It's has quite a large modding community for it, so I decided to be part of ity not long ago, before I start getting into modding for other games.
Ahh, I understand what you mean. When modeling I actually used this as my reference blenderartists.org/forum/attac…
With this model of zim, I think I'm happy with how I made his head. But when I start making other Irken characters I may change it up a bit since I plan on animating the models eyes.
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Dasypus In reply to RoboticMasterMind [2014-03-10 08:48:24 +0000 UTC]
so basically:
i282.photobucket.com/albums/kk…
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Dasypus In reply to RoboticMasterMind [2014-03-10 08:40:43 +0000 UTC]
Oh I see- someone did a similar thing with a zim mod for Don't Starve. Cool!
I'm going to go ahead and dump words on you:
Here's the model I made: s282.photobucket.com/user/Tojo… (the antennae have an extra blob - I made a mistake and the program has no knife or eraser) The antennae on my model should also be a little more to the side- I think they start where that back plane begins (our models disagree there too) but I'm not really worried about their placement as much as the general construction.
Clay model that I made earlier: buggy-blog.tumblr.com/post/739… (mostly the same but the front plane should be flattened)
Figuring out planes of the head is the main issue I'm trying to figure out here:
The show seems a little inconsistent:
These screen grabs match up with my model:
s282.photobucket.com/user/Tojo…
These ones don't:
s282.photobucket.com/user/Tojo…
These ones are sort of ambiguous:
s282.photobucket.com/user/Tojo…
Nez made a ref sheet for herself here: my-poor-insane.tumblr.com/post…
I think there's an additional plane on the top of the head, but the side shapes of her refs match up with ours.
The action figures are sort of useless (they're round wth) and because of the stylistic animation the art often has a flattened-out look which makes it hard to figure out some basic construction..
So, do think those planes match his original construction? It looks like the planes in your model basically match up with mine, right? Are there any official turn-around sheets for this character?
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RoboticMasterMind In reply to Dasypus [2014-03-10 10:20:24 +0000 UTC]
Oh man, I can't see the photobucket images, they're private. I can see the tallest model though. But I don't know since I can't see them. D:
The figures seem kinda what the people who made globs of doom attempted with the Irken heads. Pretty much a roundish cylinder and not bothering for complexity. O_o
I'm not sure if there are official ones of zim. Only one that I know of is the tallest red front and side view ref sheet.
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Dasypus In reply to RoboticMasterMind [2014-03-10 11:13:54 +0000 UTC]
whoops, fixed the links- sorry about that
I have no idea who made the designs for globs of doom but it looks sort of like they didn't even try to be consistent with the source material. It's kind of terrifying looking actually
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RoboticMasterMind In reply to Dasypus [2014-03-10 20:35:07 +0000 UTC]
I took a look at the first images and it's looking pretty good, the head. I dunno what program you're using though so I probably can't help with finding a alternative to fix the antennae. I'm only half familiar with blender which is the 3d program I use. But I do know that the knife tool is going to be very important if you're going to use it for inserting eyes easily and adding possibly eye lids. I also use the knife to mark certain places in the mesh that need to be textured with a certain pattern like his PAK spots.
Only thing I see that might need to be fixed a little is the front part of his head. His "chin" possibly to curve in a little more as it become his neck. The eyes in my opinion is what got me when I was modeling my zim. Their eyes stick out weirdly so what I did was create 1 new sphere mesh, mirror it and positioned them into his head, then cut out holes for the eyes. But since I'm defiantly going to make more Irken models in the future and want to animate them. The bulging eyes the Irkens have might need to be flattened to enable blink actions that would look right. With Irkens eyes, they seen to wrap around the head to the side of their heads too, and this is what is confusing. No matter where I place the eyes it's practically impossible to get it matching with the refs. X.x
From looking at those reference materials you linked, his head does change shape it seems, but I'm thinking it's probably just the animators since they make quite a lot of mistakes in the show. What would had been helpful if there was a official ref sheet for zim, but I can't seem to locate any other than fanmade refs. I've also noticed the length of zim's head changes from time to time in the show too, so it's kinda hard I know the exactly length of his head is in side view. What I did for mine was just scale his head down a little to be in the middle of how long I think it should be instead.
Probably why I couldn't find that many screenshots of the globs of doom zim especially in large dimensions xD. It's so bad that it's hard to look at.
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Dasypus In reply to RoboticMasterMind [2014-03-11 00:33:11 +0000 UTC]
I don't care about the antennae- it's just a ref to draw from (Still wish I had the knife tool- there really isn't any way to erase. I don't really like this program- you can't insert things, only flatten or push
bleh)
Hey I'd love to see your models moving if you ever get them all finished! It would be fun to see a bunch of well animated irkens running around. I'd find a way to get that game just to play your mod lol
Yeah that chin is weird- this is more off the tallest model sheet I guess? They seem to have an actual neck and a sort of pseudo jaw line. Do you think they have an angle of mandible? Zim's neck sort of melds with his jaw more, you're right, though I think I remember that there are places in the show where his jaw becomes visible. I think. Not like in my model, more pushed off to the sides. Actually I wonder if that's more a product of exaggeration or squash/stretch..
Here's the tallest ref I was working from: i282.photobucket.com/albums/kk…
Jaw from the back: i282.photobucket.com/albums/kk… I'm not sure what the shadows are telling us about the form there.. It looks sort of like he has an angle of mandible there but I dunno.. all those funky light sources..
Eyes are a little off, yeah! I think they curve around the form a bit more.. I agree- I think they do wrap around the head a bit. So maybe this means the front plane is actually curved??? That would explain why they're so hard to place. Actually! -- The one 3D model we do get in the show has that plane curved! i282.photobucket.com/albums/kk… How did I not notice that before?? The model in that shot is obviously a little off but it's definitely closer than globs of doom.
I usually flatten the forms of the eyes quite a bit when drawing them, or else they look really buggy. Since the eyelids are so stylized in the show (they literally just cut off the top and bottom parts of the eyes) it looks weird when I draw him with any sort of eyelid. I've been sinking the eyes farther back into the front plane to try and give them a better sense of depth without looking like they're popping out of the face. i282.photobucket.com/albums/kk… (tallest) You can get away with still using ellipses for eyes but have a little of that front plane cover them: i282.photobucket.com/albums/kk… (breaking the highlight rule here, otherwise it doesn't quite read right.. but I'm not treating them like highlights here so eh)
I've also noticed that the more spherically drawn the eyes are the more insectoid they look. (buggy: i282.photobucket.com/albums/kk… Less buggy: i282.photobucket.com/albums/kk… )
I bet it's impossible to get the 3D models to match completely with refs because they have a really specific stylization that flattens out the figure. i282.photobucket.com/albums/kk… These are really the only official refs I could find on his eyes. Not sure who drew them but they were used by the animators. Here's one of Alexovich's character drawings: i282.photobucket.com/albums/kk… I think that shows a little more wrap-around with the eyes.
anywwwaaays...
:>
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RoboticMasterMind In reply to Dasypus [2014-03-11 01:53:25 +0000 UTC]
Oooh, so you're using more of a a sculpting program of some sort.
With the modding, I successfully got them ingame and moving quite natural too . But making facial movement requires learning how to create flex files. So it's probably going to be a while until I try to learn that. I'm actually going to focus on replacing sound files of the original survivor with the sound files the characters models as my next step for modding ingame.
I also never knew Don't Starve has a zim mod. I'm now tempted to get that game now O_o. I know that it can be heavily modded since my friend thestupidbutterfly modded her original character into it. It's probably easier to mod than the 3d games though so I guess if I ever got it and tried modding it. It's just a matter of animating a 2d spite of some sort, and replacing files. Since 3d models require commands for their armatures or skeletons to move right or else a fatal error can occur which can result in having to dig into your files to see what happened.
As for the jaw, I think it could show just a little bit. While modeling zim, the jawline just happened to appeared automatically when I started to work on a intersecting plane.
From looking at the refs, the tallests seem to have more easier and much flatter faces than zim. Their eyes seem to only be shaped as rectangles when their eye-lids are showing. No wonder I've only seen really good tallest models in comparison to Zim's. Any Irken with a face resembling the tallests will probably be easier to animate. So since the show literally slices the eyes in half, in 3d I'm guessing it'll be like the tallests. Especially from seeing the screenshot of the 3d projection from battle dib.
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AspenWynd [2014-03-10 03:07:22 +0000 UTC]
That looks so awesome! Wow!
And yes, the Globs of Doom version looks utterly terrible
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RoboticMasterMind In reply to AspenWynd [2014-03-10 05:56:39 +0000 UTC]
Thanks ^^
Yes, and it was very hard to even look at in comparison. Zim's Globs of doom model did some freaky things too x.x
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AspenWynd In reply to RoboticMasterMind [2014-03-10 17:13:52 +0000 UTC]
I haven't played the game so I don't know how the model looks when it moves, but I daresay it doesn't look like Zim.
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RoboticMasterMind In reply to AspenWynd [2014-03-10 19:45:32 +0000 UTC]
I hadn't played the games either. Globs of doom was for the wii and PS2. I only had a PS3 that doesn't have backwards compatibility. However I did watch the cutscenes for globs of doom on youtube and well, zim is animated scarily O_o
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AspenWynd In reply to RoboticMasterMind [2014-03-10 20:55:59 +0000 UTC]
I think I looked it up once and didn't like it after a few seconds so I can't really remember.
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InvaderNAR-42 [2014-03-10 01:04:16 +0000 UTC]
actually, i kinda like it better than the Globs of Doom version. it looks more like an actual 3D version of the show style
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RoboticMasterMind In reply to InvaderNAR-42 [2014-03-10 06:05:55 +0000 UTC]
The sad part is that I think they were trying to attempt the JV style but failed terrible. I doubt they were looking at a ref while modeling zim O_e
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InvaderNAR-42 In reply to RoboticMasterMind [2014-03-10 12:00:09 +0000 UTC]
yeah, i noticed... it kinda frightens me...
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QueenDarike [2014-03-09 23:57:26 +0000 UTC]
Waah I love you even more now. ;w; I have been waiting for a good zim 3d model for sooo long....
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RoboticMasterMind In reply to QueenDarike [2014-03-10 06:04:47 +0000 UTC]
Thanks ^^
I've seen a couple of decent ones but I doubt they are fully rigged, and made for moving and being animated like the one I'm modeling. If they are good ones, then they're old models that aren't probably out to the public. One very good model I found was the Gmod model but that one is stuck in a impossible pose with him screaming in an exaggerated way. I was trying to at first look into retrieving a decent premade model to mod but since that was impossible, I decided to just make my own. The model is already mostly rigged into it's own armature, so might be even able import him into gmod, source film, and I defiantly know I can mod him into Left4Dead2.
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QueenDarike In reply to RoboticMasterMind [2014-03-11 16:19:26 +0000 UTC]
I've seen a few good ones not really of Zim though. Nor are they really up for download. ;A; You're like the first.
Ooooh Left4Dead2! X3 That's awesome!
Not a insult to you but.... how come the fans are better at everything then Nick is? I mean the merch is better, the 3D models are better and we can even produce the episodes our self. If a bunch of "kids" can do that I believe a muti-million dollar company can. -w- But that's just me ranting.
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RoboticMasterMind In reply to QueenDarike [2014-03-11 22:05:17 +0000 UTC]
The models that I only saw that was at least more common to find and was good are the 3d models of those pilot guys, and the tallest xD
With globs of doom, I think they were just being lazy. Thinking more about the cash than producing quality designs. But most of the time Nick seems to be busy milking spongebob dry to care about other characters. I mean they're supposed to have a whole team of people making the videogame, not relying on just one 3d artist with one particular style. I just don't get how they can screw that up, and that no one bothered to say something about the awful designs. I noticed that most of the IZ fans that make hardcore animations, 3d models, and the rare flash games are at least young adults who lack a college degree in what they're doing. Basically they learned by themselves.
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HaloLune [2014-03-09 23:17:13 +0000 UTC]
haha he looks so realistic! Im sure you can make this character playable in your game. Nice work!
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HaloLune In reply to RoboticMasterMind [2014-03-10 00:02:01 +0000 UTC]
No problemo ^^ just keep this up
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Yoru-chan49 [2014-03-09 22:46:50 +0000 UTC]
Oh God, I remember the horrifying Zim model in G.O.D. xD Needless to say, You did a great job on this model! It's very impressive for just two nights worth of work. Great Job! Can't wait to see more.
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RoboticMasterMind In reply to Yoru-chan49 [2014-03-09 22:52:43 +0000 UTC]
Yeah, the globs of doom model is so cringe worthy that there isn't that many screenshots for it xD
Thanks, I'm planning on modeling my FCs soon after possibly modeling a Tak.
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Yoru-chan49 In reply to RoboticMasterMind [2014-03-09 22:55:05 +0000 UTC]
I always wondered why they modeled his tongue hanging out 24/7?! :U
Wow, That's Awesome! Good luck!
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RoboticMasterMind In reply to Yoru-chan49 [2014-03-09 22:57:33 +0000 UTC]
That was the reason why I didn't give zim a tongue with this model xD. His tongue in globs of doom scared me O_o
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Yoru-chan49 In reply to RoboticMasterMind [2014-03-09 23:02:28 +0000 UTC]
xD I thought it was just ridiculous! That, along with the odd head shape. I mean, I understand the JV Style must be hard to animate and sculpt in 3D but... Seriously?! ...I think it's obvious your model is preferred. :'D
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RoboticMasterMind In reply to Yoru-chan49 [2014-03-09 23:12:57 +0000 UTC]
I have a feeling they did that on purpose possibly .-.
Cause I'm a newb at modeling and can make JV heads in 3d in like 2 nights. Seasoned employees who have been 3d modeling for years should be able to easily create a zim model better than that O_o
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Yoru-chan49 In reply to RoboticMasterMind [2014-03-09 23:24:36 +0000 UTC]
Is it because he's screaming all the time? O__o
Agreed. :U
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RoboticMasterMind In reply to NEOmi-triX [2014-03-09 22:47:52 +0000 UTC]
It's kinda a shame too xD
I only started modeling from scratch this week, and I bet those guys that made globs of doom are way experienced at this, than I should.
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NEOmi-triX In reply to RoboticMasterMind [2014-03-09 22:53:18 +0000 UTC]
srsly tho this is amazing how did you do it so ffaassstttttt
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RoboticMasterMind In reply to NEOmi-triX [2014-03-09 22:58:46 +0000 UTC]
Tonssssssssssss or tutorials, and literally studying premade models like the ratchet and clank models I've been rigging.
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NEOmi-triX In reply to RoboticMasterMind [2014-03-09 22:59:59 +0000 UTC]
THATS SO AWESOME u never cease to amaze~
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Riuniiia [2014-03-09 22:42:30 +0000 UTC]
Omg.. This looks really awesome, I love how 3D it looks!
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