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neble
February 22nd, 2008, 12:06 AM
It's been a couple years but I finally got around to modeling from an image I posted in the It's Finally Finished forum. I'm sure many of you don't remember the image but I'm just happy to have it completed.

The Snapper is a jungle hunter using clacking and grinding sounds to pin point prey. No eyes, good ears and fast growing teeth. Always hunched over while using it's arms to support it's position. Mix Stevie Wonder, HellRaiser's teeth-chattering Cenobite, a Bat and a Raptor (minus the eyes).

http://www.schastudios.com/new_pics/snapper_con.jpg

Here's screenshots of the starting to model done in Silo.

http://www.schastudios.com/new_pics/snap_silo.jpg

I then imported it into Maya 2008 and added a little more detail for the low poly version.

http://www.schastudios.com/new_pics/snap_mayalowcompare.jpg

Mudbox was real fun.

http://www.schastudios.com/new_pics/snap_mud.jpg

Created the Normal map within Mudbox and the textures in Photoshop. I found maya not too Normal Map friendly but will post the screens anyways. If I ever get some screens from within an engine I'll post them too.

http://www.schastudios.com/new_pics/snap_final03.jpg
http://www.schastudios.com/new_pics/snap_final02.jpg

Maxerateur
February 22nd, 2008, 05:33 AM
pretty nice
I really like the concept.
Is that model for a game?

neble
February 27th, 2008, 10:55 PM
no it's not currently for a game, and the Wii won't support Normal Maps. I might be able to see it on a friends engine though.

Essinym
February 28th, 2008, 10:29 AM
You're losing a lot of detail with your current texture pass, theres alot of flat shading there that isn't working with the body, try adding some complimentary colors, reds in the creases and shadows, break up alot of the plain green look.
Also try generating normals in max or maya, you might get better results and can cast an ao at the same time, saving on texture time, the normals looking a bit shrinkwrapped and too crisp in some area and not enough in others.

For screens try rendering out in mental ray in maya 7.0 or above. I reccommend 8.0 or up, maya handles reversed uvs for normals accurately.

Also your mudbox pass on him has got him straying a good deal from the concept, you had this really nice toonish looking character complete with stitching and exposed anatomy, but he went all scaly all of a sudden and got really friendly with the stamp tool. try for the illustrated look, the bottom right image seems to be a good marriage between the two

neble
March 28th, 2008, 04:40 PM
Thanks Essinym
Your right, I'll try pulling the colors out more. Maybe less scales will help. What do you think is causing the shrinkwrap thing, I have the UV's layed out pretty much to the same resolution throughout. Maybe a little higher in the head and hands, based off of what I want to see of him in a scene, but it shouldn't be causing a problem.
As for mudbox, have you had much experience creating the normals in it, and would Max be much better? I'm thinking of the ATI app.
I strayed from the concept because I'm expecting them as running in packs. I wanted the first to be without flesh sections etc, and use that to make each look different. I'm swaying away from the metal plates, becuase honestly how flexibility and quiet would I be with a metal plate stapled to my stomach. :)