werewolf model i'm working on.

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Sun Nov 18, 2007 7:43 pm

  • ok, i know nexuiz already has a werewolf model, but i really like werewolves and i want to make one that had a different look and a lot more detail. i'm making a subsurf model that will be used to generate a normal map later in the process. it looks a bit rough right now because i'm still at the stage where i'm making all the basic shapes and i haven't started working on the proportions yet.

    here's what i've got so far.
    Image
    heyok4
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Sun Nov 18, 2007 8:14 pm

Sun Nov 18, 2007 8:27 pm

Sun Nov 18, 2007 10:38 pm

  • The eyes look kinda of awkward.
    Shoe
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Sun Nov 18, 2007 11:13 pm

  • i've done a lot more work on the mesh and it's starting to flow nicely. i've put some teeth in the upper jaw and they seem to work. i deleted the original lower jaw and have only just started putting a new one in, but here's what i've got so far.
    Image
    the proportions are still very wrong, but i'm happy with how it's going.
    heyok4
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Mon Nov 19, 2007 9:56 pm

  • Do you have a low-poly? That thing looks really nice, but it also looks like a sculpt. Character models in the most advanced games have only 5000 polys in the entire model, Nexuiz characters have somewhere between 1000 and 3000, I think.

    Interestingly, I think there's a playermodel (maybe it was renamed) called "Lycanthrope" Which means "werewolf" Funny, isn't it?
    iSuck
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Tue Nov 20, 2007 8:04 am

  • isuck - don't worry, i wasn't planning to use this model in the game, it's a subsurf model which would have an insane amount of polygons. i'm going to use it to generate a normal map for the low-poly version.

    like you said, there is already a lycanthrope/werewolf character in the game, but i want to make a werewolf anyway. mine will have a different look to the current one.
    Image
    heyok4
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Tue Nov 20, 2007 11:58 am

  • i've got most of the shapes into the mesh and i've done some work on the proportions. it's starting to look reasonable now, but it still needs a lot of work.
    Image
    i'm trying to get something that has elements of both human and wolf features, so i'm going to head of to the library and see if i can find some pictures of wolf and human skulls.
    heyok4
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Tue Nov 20, 2007 4:56 pm

  • i've done a lot more work. give the model proper eyes, lips, gums and better teeth. i've also spent a while tweaking the shape to get a good mix between wolf and human in the face.
    Image
    any feedback?
    heyok4
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Tue Nov 20, 2007 6:16 pm

Tue Nov 20, 2007 9:50 pm

  • thanks [-z-]

    here's the latest. i've done gums on the lower jaw, finished the inside of the mouth and done a huge amount of tweaking.
    Image
    i'm not sure about the shape of the skull though.
    heyok4
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Tue Nov 20, 2007 10:06 pm

  • I'm not a fan. Sorry- to me it looks like something out of a Pixar film, and doesn't fit the style of Nexuiz.
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    torus
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Tue Nov 20, 2007 10:11 pm

  • heh, actually i was worrying that it looked a bit too much like something out of wallace and grommet. :)
    i think it's the shape around the eyes. it far too smooth. i'm going to try and give it a different shape and sculpt some more detail in. maybe give it some eyelids.
    heyok4
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Tue Nov 20, 2007 10:58 pm

  • Imho the cheekbones are too dominant atm and the eyes shouldn't that deep in their socket. And it look a lot less "pixar-ish" when you add fangs.
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Tue Nov 20, 2007 11:10 pm

  • Agreed. Also, the regularity of the teeth, as well as the fact that they are sort of pointy rounded cones instead of sharp incisors makes them look comical. The cheekbones are too high and prominent, as well as the eyebrows, and imho the ears are not very canine. More like bat ears.
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    torus
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Wed Nov 21, 2007 8:44 pm

  • thanks for the feedback guys, it really helps.
    i've fixed the teeth, altered the ears and reduced the cheekbones. i've tried to make the area around the eye a bit more realistic, but i'm not sure about it. what do you reckon?
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    heyok4
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Wed Nov 21, 2007 11:51 pm

Thu Nov 22, 2007 12:25 am

  • interesting, that's not too different from mine, just the ears are smaller and it's got better eyes.

    the eyes are something i really need to fix on my model. i've been concentrating on getting the skull the right shape, but it's still got those big startled eyes. i think i should do some proper eyelids and go for a meaner, more narrowed eyes.
    heyok4
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Thu Nov 22, 2007 9:10 pm

  • i've reduced the size of the ears and made them more vertical. i've also tried sculpting in some eyes. they don't look great, but it's getting closer.
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    heyok4
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Thu Nov 22, 2007 10:41 pm

  • Significant improvement. You might want to look at pictures of canine mouths though- I think it would look better if the cheeks came together less curved (wow, that wasn't very clear).

    You might also want to try to make it look sci-fi. Exposed electronics, implanted things, etc.
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    torus
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Fri Nov 23, 2007 2:45 am

  • I think it's the jaw that makes it look Pixar (Mr. Incredible), I'm just looking at my dog now, and his chin does not stick out, but is smaller than the upper snout, and the point is gentle, not 90 degrees.

    I really like it, how many polys?
    iSuck
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Fri Nov 23, 2007 12:26 pm

Fri Nov 23, 2007 6:13 pm

  • torus - i'll try smoothing the cheeks off a bit more, but i want to keep a bit of curve to mimic a human's cheekbones, since i'm trying for a mix of human and wolf features. i took your advice and shrunk the ears, do you like them better now? you mentioned making it more sci-fi, is that nexuiz's theme?

    isuck - yeah, the jaw is probably a bit too strong. again, i was trying to get some human features in there, but maybe i went a bit too far. i'll rework the jaw and make it a bit less extreme.

    ai - pretty close. i was sculpting with 3 levels of subsurf on it and after reading your post i applied the subsurf out of curiosity. that resulted in 55,328 polygons. like you said, probably a bit much for using in the game. :)
    heyok4
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Fri Nov 23, 2007 7:51 pm

  • ok. i've softened the jaw and tweaked the cheeks a bit, done some more work on the eyes and done some general tidying up of the mesh.
    Image
    Last edited by heyok4 on Fri Nov 23, 2007 8:14 pm, edited 1 time in total.
    heyok4
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Fri Nov 23, 2007 8:09 pm

  • Definite improvement. You should probably work on defining musculature, so it doesn't look so clay- like. Zbrush can be good for this.
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    torus
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Fri Nov 23, 2007 9:26 pm

Fri Nov 23, 2007 11:21 pm

  • torus - i've never used zbrush, but it is interesting. blender has a sculpt mode which might be similar, i'll look into that.

    ai - nice werewolf pics, thanks for that. i think i see what you mean about the nose and ears, i'll try and do that.
    i'm not really sure how to go about the normal mapping, it's not something i've done before. i'm guessing i make a low poly model and then get a program to generate a normal map using this model as a guide. how do you do yours? is it all done with the subsurf model or do you also draw on the normal map in a graphics program like gimp?
    heyok4
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Fri Nov 23, 2007 11:28 pm

  • actually now i think about it drawing on a normal map might be hard to do because it's a weird mix of colours. perhaps i could make something simpler like a bump map for the subsurf model and have it taken into account when generating the normal map.
    heyok4
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Sat Nov 24, 2007 11:36 am

  • i've fixed the ears, put some curve into the teeth and softened the bones in the face (since it occured to me that they would be covered in fur).

    i took a look at dog/wolf noses and i'll try and sculpt the correct shapes into my model, instead of the vaguely pig-like snout it's currently got. my reference photo is included in the picture below.
    Image
    heyok4
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Sat Nov 24, 2007 6:19 pm

  • Looking good. But I have to ask. What are you going to use this model for? For a game (Nexuiz) or just having a high poly model? As fur will not go well with Nexuiz, if even. The ears look good but it's neck is out of proportions. To me I get the feeling like he doesn't have a neck but is a blob of some sort and the face just sticks out of the surface :P.
    It looks like the neck and the head is practically the same thing.
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