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Bleed Wrote: I have 2 Game developers from Midway games helping me with it, so I'll get a big boost in quality from that. Im going to meet with them next week, so they can critique my work. Talk about a big break! |
Piece of Crap! As in I'm jealous.
As for the drawing it's very good. For reference material it's perfect. No perspective, tilt to the head, or emotion showing. Sounds like you want to animate it so that's perfect.
For the model, I don't see any subdivision errors so that's good. You're missing the drawing in a few spots though. Motaro has that huge nose, like you've got in your drawing. Right now it looks to human. The eyes and brows are good but your missing the drawing again. Not that that's bad just different. The brows are a little heavier and down turned. Puff the cheeks out a little more. I think fixing the nose will fix his mouth. If not then thicken the lips a little more... Well you know, tweak here, nudge there till it looks right.
The horns are going to be fun to texture. If you are really going for the drawing then you will probably want to remodel then. I don't think a bump map will adaquately show the definition as much as it should. Geometry will be the only way. Another way is bull horns, like Motaro from the games. For that just use what looks like a gradient that runs along the length of the horn. UVs would be the only plausible way to do that, or a planer map applied to a morphed horn. That's one way around it in Lightwave.
I wish you the best, maybe you can be my contact if I apply there.
Wyatt
About Me
My Action Short Films:
http://www.youtube.com/playlist?list=PL_AJSvQq2bL3-GtOoCMTReaXAYX83SX3l
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Cousin, you gotta' save the finished version so you can submit it to the Fan Art officially.
Peace.
Peace.

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Thanks for the critique Wyatt, you have all good points.
I'll fix the head today.
Umm, about getting Midways attention, I applied for a job, and they liked my work enough to give me an art test. They had me model a low polygon head.
Click here to see the Modeling test
Then just by luck, Rayrokka visits this site regularly, and my cousin let me know about it.
If it wasn't for my cousin "Redscorpio" I wouldn't have found out about that
Thanks Cuz.
So I wrote some ideas in Ray's thread about How to make MKDA better in pages 7-9, then I mentioned that I had taken the art test, and that I might be working at Midway soon.
By luck again, Ray offered to put a good word in for me.
I kept in touch with him, and the person that gave me the test. Now they kind of know me more like a friend. Plus they think I have potential. I didn't get the job this time, because another aplicant had Photoreal work. But they still know me, so they offered for me to go to Midway and hang out with them.
I plan to learn a lot from them so I will try to visit as much as possible. Depends on them how often, because I want to be a friend to them, not a nuisance. I show them the respect they deserve.
I still have a chance to work at Midway, I just have to improve my skills to the max.
I got them to help me with the model, because I asked them to help with it, critiques you know.
Nothing beats working with the Pros. I think they are giving me this freedom, because the see potential in me. I dont think they just let people come and go for no good reason.
I'll fix the head today.
Umm, about getting Midways attention, I applied for a job, and they liked my work enough to give me an art test. They had me model a low polygon head.
Click here to see the Modeling test
Then just by luck, Rayrokka visits this site regularly, and my cousin let me know about it.
If it wasn't for my cousin "Redscorpio" I wouldn't have found out about that
So I wrote some ideas in Ray's thread about How to make MKDA better in pages 7-9, then I mentioned that I had taken the art test, and that I might be working at Midway soon.
By luck again, Ray offered to put a good word in for me.
I kept in touch with him, and the person that gave me the test. Now they kind of know me more like a friend. Plus they think I have potential. I didn't get the job this time, because another aplicant had Photoreal work. But they still know me, so they offered for me to go to Midway and hang out with them.
I plan to learn a lot from them so I will try to visit as much as possible. Depends on them how often, because I want to be a friend to them, not a nuisance. I show them the respect they deserve.
I still have a chance to work at Midway, I just have to improve my skills to the max.
I got them to help me with the model, because I asked them to help with it, critiques you know.
Nothing beats working with the Pros. I think they are giving me this freedom, because the see potential in me. I dont think they just let people come and go for no good reason.

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You know what would be awesome, if I could get this model to Ed Boon, and have it animated.
You could see a movie of him in the Gallery section.
You could see a movie of him in the Gallery section.
About Me
My Action Short Films:
http://www.youtube.com/playlist?list=PL_AJSvQq2bL3-GtOoCMTReaXAYX83SX3l
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Bleed Wrote: If it wasn't for my cousin "Redscorpio" I wouldn't have found out about that Thanks Cuz. |
Your welcome.
Peace.


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http://www.WingedSiamese.com
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Merow(hello)
Oh thankyou! =)
I still feel lacking not having any schooling. Seem to be making decent way with out it, but do plan someday to go back..
I must say you have quite the credentials!
But then your work to me is enough to impress! =D
I can understand you about art, best quote I read was
"Artists do art as a living, not because they can make money off it, but because they can't help it"
So agree with you completely about not being able to funtion properly in life with out art..
I know if I couldn't work in art like I do, I'd probibly be a little crazier then what I am already.. =P
I'm very impressed with the effort and pursuit you have had to get your foot in door.
Which yess luck is there, alot in the feild is luck and timeing. But still I know too many talented inviduals that would have stopped ten steps ago.
Lest from my opinion you seem determined enough your gona end up somewhere, where you want too =D
Now to the art =D *blah blah blah*
*yay* Horns!! =)
May I ask, I don't know the stages of 3D art, but I notied in yout sketch you have very textured horns like those of a ram, as right now on the head, it's very smooth..
Will that come later? Or just change of plans?
Either or I still love how the head has turned out, very humaniod, but still has that very brute almost feral look... =D
>^,,^<
Oh thankyou! =)
I still feel lacking not having any schooling. Seem to be making decent way with out it, but do plan someday to go back..
I must say you have quite the credentials!
But then your work to me is enough to impress! =D
I can understand you about art, best quote I read was
"Artists do art as a living, not because they can make money off it, but because they can't help it"
So agree with you completely about not being able to funtion properly in life with out art..
I know if I couldn't work in art like I do, I'd probibly be a little crazier then what I am already.. =P
I'm very impressed with the effort and pursuit you have had to get your foot in door.
Which yess luck is there, alot in the feild is luck and timeing. But still I know too many talented inviduals that would have stopped ten steps ago.
Lest from my opinion you seem determined enough your gona end up somewhere, where you want too =D
Now to the art =D *blah blah blah*
*yay* Horns!! =)
May I ask, I don't know the stages of 3D art, but I notied in yout sketch you have very textured horns like those of a ram, as right now on the head, it's very smooth..
Will that come later? Or just change of plans?
Either or I still love how the head has turned out, very humaniod, but still has that very brute almost feral look... =D
>^,,^<

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Thanks
New update, I tweaked the head some, added ears, and started working on his neck.
The horns will be like a Rams horns, I will get to that with time.
The ears were a royal pain in the ass, it took me hours to make them.
Remember guys, I'm posting this WIP here, so you can help me with it. So if you see something you don't like, let me know and I'll try to fix it.


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WyattHarris.com Dig it
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Ears suck much. Just when you think you've done well making the face, you've got to put out just as much effort to make the ears.
Other than the things I mentioned before I think the head is coming along very well. The model that is. You mentioned before that you were beat out by a guy who did photorealism. For that it's all about the texturing. Everyone enjoys doing the modeling but without good textures your models will look like plastic. Like Motaro looks now. For the absolute best tutorial I've ever seen on head texturing there is a book called Inside LightWave 6. I've got it but in paper format. Even though it's LW the texturing concepts are the same for any program.
Basically to get really photoreal isn't that difficult it's just a lot of work.
1. Base skin layer, just like photoshop. Are you using a procedural or image. Fractal noise and turbulence are quick and easy but to really have total control and for much faster render times use image maps. The photoshop noise filter is good for making the imperfections in the skin. With that add: moles, freckles, patterns (Motaro), scars, and your color variations. As always look close at your own skin and notice that it is a thousand different shades of whatever color you are. I can't speak for sure but I'm thinking Motaro is the same. Make sure to start with a huge map. At least 800x600 but more like 1600x1280 or whatever aspect ratio fits. That way you can get real accurate.
I'm serious, you could have the best model ever created but without good texturing it will always look amature. That may or may not matter to Midway. Some companies have modelers and skinners as different people too. Sounds like they don't though.
End Prt. 1
Other than the things I mentioned before I think the head is coming along very well. The model that is. You mentioned before that you were beat out by a guy who did photorealism. For that it's all about the texturing. Everyone enjoys doing the modeling but without good textures your models will look like plastic. Like Motaro looks now. For the absolute best tutorial I've ever seen on head texturing there is a book called Inside LightWave 6. I've got it but in paper format. Even though it's LW the texturing concepts are the same for any program.
Basically to get really photoreal isn't that difficult it's just a lot of work.
1. Base skin layer, just like photoshop. Are you using a procedural or image. Fractal noise and turbulence are quick and easy but to really have total control and for much faster render times use image maps. The photoshop noise filter is good for making the imperfections in the skin. With that add: moles, freckles, patterns (Motaro), scars, and your color variations. As always look close at your own skin and notice that it is a thousand different shades of whatever color you are. I can't speak for sure but I'm thinking Motaro is the same. Make sure to start with a huge map. At least 800x600 but more like 1600x1280 or whatever aspect ratio fits. That way you can get real accurate.
I'm serious, you could have the best model ever created but without good texturing it will always look amature. That may or may not matter to Midway. Some companies have modelers and skinners as different people too. Sounds like they don't though.
End Prt. 1


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WyattHarris.com Dig it
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Prt. 2
2. Bump map - So the base tone is done. Now you need to use every other channel as well. Color isn't enough. Load up your color map and convert it to greyscale. For most purposes this will cover most of the face. The noise you put on earlier will add the pores to the skin. A mole may need a bigger bump diameter than the color provides. A scar will definately need a bump value.
Now is when you add wrinkles in too. Wrinkles don't really have a color but they are very apparent because of light variation. You may have modeled some of them, around the mouth for example. Ex. wrinkles: corners of the eyes, corners of the mouth, forehead, etc. The lips aren't really wrinkled but look real close and you will see the creases that are always there.
3. Spec map - Make it shiny. Now you may think that you could just use the bump map again and that's not a bad idea just incomplete. You do want to use the bump map to spec the wrinkles and other parts properly.
Overall the skin has a base shinyness too it. Start with an over all grey tone and then go light and dark with the shiny/not shiny parts. What areas of the face are shiny: nose tip, forehead, cheeks, tip of chin, lips, ears, eyes obviously but that should be a totally different model. Not shiny: bottom of nose, valleys around the eyes, wrinkle area around the mouth, scars usually not shiny but it varies.
Look at your own face for the best example. I always have a mirror sitting on my desk so I can have quick reference to myself when I model.
End Prt. 2
2. Bump map - So the base tone is done. Now you need to use every other channel as well. Color isn't enough. Load up your color map and convert it to greyscale. For most purposes this will cover most of the face. The noise you put on earlier will add the pores to the skin. A mole may need a bigger bump diameter than the color provides. A scar will definately need a bump value.
Now is when you add wrinkles in too. Wrinkles don't really have a color but they are very apparent because of light variation. You may have modeled some of them, around the mouth for example. Ex. wrinkles: corners of the eyes, corners of the mouth, forehead, etc. The lips aren't really wrinkled but look real close and you will see the creases that are always there.
3. Spec map - Make it shiny. Now you may think that you could just use the bump map again and that's not a bad idea just incomplete. You do want to use the bump map to spec the wrinkles and other parts properly.
Overall the skin has a base shinyness too it. Start with an over all grey tone and then go light and dark with the shiny/not shiny parts. What areas of the face are shiny: nose tip, forehead, cheeks, tip of chin, lips, ears, eyes obviously but that should be a totally different model. Not shiny: bottom of nose, valleys around the eyes, wrinkle area around the mouth, scars usually not shiny but it varies.
Look at your own face for the best example. I always have a mirror sitting on my desk so I can have quick reference to myself when I model.
End Prt. 2


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WyattHarris.com Dig it
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Prt. 3
4. Diffuse map - I don't usually use diffusion on a face but it doesn't hurt. A flat diffusion is necessary but you could also use it to darken areas around the eyes for example that are sunken in.
Don't forget to layer textures either. Most programs enable you to use multiple laters of each texture type. So you might start with a fractal pattern and then put an image over that. Just remember to use that pattern on every channel or it will look odd.
That's enough for now I think. You're still modeling but don't forget to plan for textures as well. The horns should be fun.
Take it easy
Wyatt
4. Diffuse map - I don't usually use diffusion on a face but it doesn't hurt. A flat diffusion is necessary but you could also use it to darken areas around the eyes for example that are sunken in.
Don't forget to layer textures either. Most programs enable you to use multiple laters of each texture type. So you might start with a fractal pattern and then put an image over that. Just remember to use that pattern on every channel or it will look odd.
That's enough for now I think. You're still modeling but don't forget to plan for textures as well. The horns should be fun.
Take it easy
Wyatt
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The model is looking good. The only thing I would mention right now is the seam running along the head, but that is an easy fix.
If you want to be a 3D game artist I would suggest you practice alot on your low-poly skills and texture work. One of the best ways to build up your portfolio for gaming would be to join a mod for a game such as UT or Quake. This way once the mod goes into a released beta, you can have a semi-published game under your belt plus have several in-game models to show for your portfolio. You can find tons of mods looking for help over at, http://moddb.com/.
If you are looking for professional crits, I suggest joining the forums over at http://www.cgtalk.com/. Alot of profesionals who are already in the gaming industry post their work there and give crits for people new to the industry.
I have read threads by artists from Ubisoft, EA, and several smaller developers including Terminal Reality, IO interactive, and Retro Studios. So its one of the best places you can go to make contacts in the gaming industry and have your work be critiqued by pro's.
Good luck in your quest to get into the game industry, it's a dream you have to work hard to achieve, but believe me if you work hard enough nothing is impossible.
-DN
If you want to be a 3D game artist I would suggest you practice alot on your low-poly skills and texture work. One of the best ways to build up your portfolio for gaming would be to join a mod for a game such as UT or Quake. This way once the mod goes into a released beta, you can have a semi-published game under your belt plus have several in-game models to show for your portfolio. You can find tons of mods looking for help over at, http://moddb.com/.
If you are looking for professional crits, I suggest joining the forums over at http://www.cgtalk.com/. Alot of profesionals who are already in the gaming industry post their work there and give crits for people new to the industry.
I have read threads by artists from Ubisoft, EA, and several smaller developers including Terminal Reality, IO interactive, and Retro Studios. So its one of the best places you can go to make contacts in the gaming industry and have your work be critiqued by pro's.
Good luck in your quest to get into the game industry, it's a dream you have to work hard to achieve, but believe me if you work hard enough nothing is impossible.
-DN

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RaMeir that's great info that's the kind of stuff I mostly need to see, thanks.
I have this same model posted in the Focused critiques section at CGtalk.com but they aren't talking much, so far I have only 1 response.
I'm about to go to Midway right now, to see Ray. I'm sure he's going to be a big help. I'm taking the 3Dmax5 file over there so he can critique it for me.
I'm pretty exited about this model, It's not original, but It's the best modeling I have ever done so far.
I have this same model posted in the Focused critiques section at CGtalk.com but they aren't talking much, so far I have only 1 response.
I'm about to go to Midway right now, to see Ray. I'm sure he's going to be a big help. I'm taking the 3Dmax5 file over there so he can critique it for me.
I'm pretty exited about this model, It's not original, but It's the best modeling I have ever done so far.


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WyattHarris.com Dig it
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I'm off for the holidays so I probably won't be back until Jan. 5. If I remember I'm going to try and send you some sample face maps for all channels. It's for a womans face but you can see the idea behind it at least.
If I remember that is
Send me your email address in IM.
Good Luck
Wyatt
If I remember that is
Send me your email address in IM.
Good Luck
Wyatt
If you can afford it, you should get Bodypaint 3D R2. Don't know if there is a demo to try it, but it's basically a texture painter where you paint directly across models, even over multiple seams. It supports Photoshop plugins and has tools similiar to Photoshop. Computer Arts magazine gave it a 4.5/5

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I'll look in to it.
Thanks
Thanks

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I have a BIG problem. My computer is infected with a Virus. It's causing everything to work super slow.
So it looks like I won't be able to work on Motaro for a while, untill I can fix the problem.
I can't do a system restore, defragment, nothing works.
On my high speed interned, when I click a button, I have to wait 2 minutes before it reacts.
This pisses me off, don't people have anything better to do and make viruses?
So it looks like I won't be able to work on Motaro for a while, untill I can fix the problem.
I can't do a system restore, defragment, nothing works.
On my high speed interned, when I click a button, I have to wait 2 minutes before it reacts.
This pisses me off, don't people have anything better to do and make viruses?

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Nice job, bleed. This is the kind of stuff I like to see in this forum and I agree with MaxDam post. Good luck man.

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Thanks, I just hope I can get my computer fixed soon.
RaMeir is giving me some tough competition.
I feel like I just tripped in a race, Noooooo!
Hey, Rameir, what program are you using for Kintaro, Light wave?
I'm using Max5. I was wondering if you wanted to make a scene with our two models fighting.
I'd be pretty cool I think
We could remake an MK stage to pose them in.
Or maybe make an original one.
Just an idea for fun.
RaMeir is giving me some tough competition.
I feel like I just tripped in a race, Noooooo!
Hey, Rameir, what program are you using for Kintaro, Light wave?
I'm using Max5. I was wondering if you wanted to make a scene with our two models fighting.
I'd be pretty cool I think
We could remake an MK stage to pose them in.
Or maybe make an original one.
Just an idea for fun.


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WyattHarris.com Dig it
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Bleed Wrote: RaMeir is giving me some tough competition. |
What can I say, you inspired me to get back in the game.
That would be freakin awesome. How much are you planning to do with yours? If you are just planning the model and the texturing I can take care of the rest. I only mention it because I'm building morph targets, and rigging it for animation. I don't know how well that would convert. I was also going to build Kahn's arena for Kintaro.
FYI, I used my head for scale which is 11cm wide and doubled it for Kintaro.
Course all of this is going to take a lot of time. Good idea though.
Wyatt

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Cool, I will do all the work for Motaro.
Model
Texture
Bones
Animation too.
I was planning on animating the texture maps (bump maps), and morph targets for the flexing muscles.
Also combine that with bones muscle flexing to make it look extra real.
Animate certain muscles by hand, like make his pecks bounce like body builders do. And Make parts of the horse body shake, like horses shake to make flyes go away.
------------------------------------------
We will just have to keep working on them, and when we get them done, just put them in a scene.
I can help to build Kahns arena if you want. I could make his throne, or some spectators, whatever.
Model
Texture
Bones
Animation too.
I was planning on animating the texture maps (bump maps), and morph targets for the flexing muscles.
Also combine that with bones muscle flexing to make it look extra real.
Animate certain muscles by hand, like make his pecks bounce like body builders do. And Make parts of the horse body shake, like horses shake to make flyes go away.
------------------------------------------
We will just have to keep working on them, and when we get them done, just put them in a scene.
I can help to build Kahns arena if you want. I could make his throne, or some spectators, whatever.


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WyattHarris.com Dig it
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This will take at least a month or two. Let's just try not to get sick with our own projects for now.
I plan well, I finish badly(except for work of course)
Wyatt
I plan well, I finish badly(except for work of course)
Wyatt

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Agreed

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Finally an update, I remodeled the horns.
I worked on the eyebrow ridge some, put a bump between his eyes.
I worked on the eyebrow ridge some, put a bump between his eyes.
About Me
My Action Short Films:
http://www.youtube.com/playlist?list=PL_AJSvQq2bL3-GtOoCMTReaXAYX83SX3l
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Man, that looks great so far. Keep going, it's going to get awesome. I love it already.
Peace.
Peace.
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