WIP Kintaro
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posted01/12/2004 07:11 PM (UTC)by
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RaMeir
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10/30/2002 03:05 AM (UTC)
Current project, full render of Kintaro. Head model is just about done. Not sure if it looks right yet. It's hard to tell without the surfacing.

My real problem right now is finder good reference material. The shots I have included are straight from the game which makes them very low res. Does anybody have a concept sketch or something like that? A picture of the miniature would be perfect.

Thanks in advance
Wyatt
That's pretty cool man. I think his head should be a little flatter, but it's ok like that. The nose looks like a boxer's nose, I think it should be flatter too. It's looking good so far. Good work.


Peace.
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WingedSiamese
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http://www.WingedSiamese.com

12/26/2003 06:18 PM (UTC)
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Merow(hello)
Oo I like what you have so far..
I really can't crit 3d work since I have no idea how to even start with such work (still love it to death though)

I really like how you made him less humaniod. Speically with that big nose, thats so cool!
Also love the eyes! =)

>^,,^<
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MaxDam
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12/26/2003 06:50 PM (UTC)
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oh Wow! Bleed, now you!?!?
Excellent job there Rameir. It is good to see Kintaro in 3D. The similarity is remarquable!
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Hyuga
12/26/2003 09:19 PM (UTC)
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You've got the nose and brows the opposite of what they should be. The brow is supposed to come out past the nose.
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RaMeir
12/27/2003 01:43 AM (UTC)
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Hyuga Wrote:
You've got the nose and brows the opposite of what they should be. The brow is supposed to come out past the nose.


Yeah I think your right. Craaaaaaaaaaap!!!! These screen shots suck, but I think I can sagvage that.

Good eye
Wyatt
I see a few anatomy differences with the original.

1: His eye brow ridge should be more rounded towards the side of his head, you made it kind of flat.

2: His nose is more like an African American and it doesn’t have that big bump between the eyes.

3: His nostrils are more oval, IMO you have them a bit too round.

4: The tip of his nose is supposed to be more pointy, and come down further, not big and round.

5: The lips on your model are too low, they should be about the same distance as the nose is from the eye brow ridge, actually a little higher than that. I’m measuring it with my pencil.

6: The ears should stick out to the sides a little more, like a tiger.

7: You need to smooth out his cheek bones some, they look unnaturally sharp, also move them back some, not too much.

8: The anatomy of the ears is off, he needs the ear lobes, and more overall detail in there.

9: He needs a wider Jaw, you should be able to see it from the front view.

10: His eyes need to be a little less rounded, so he doesn‘t look surprised.

11: His eyes are white in the picture.

12: His neck muscles need to be fixed, the V shape.

It looks good, but it doesn’t really look like the pictures.
I think the main things you need to fix are the nose, take out the hump.

Then the wrinkle that goes around the mouth and nose, blend that in to the cheek bones, that is supposed to be a smooth curve, not go in like that.

Umm, I think that’s about it.

Looks pretty good, for the most part, you just need to move some of the points around here and there.

I would look up some reference for the ears.

If you want this to turn out near perfect, I would put it in the CGTalk.com Focused critiques section.

From the looks of it, this model is gonna rock. I can’t wait to see it finished.
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RaMeir
12/27/2003 08:09 AM (UTC)
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New update.

Kintaro

Temporary textures. Ears and nostils haven't been done at all. Attempted fix of the brow and nose. I've got a morph target of Kintaro roaring. It's not quite ready to show yet though.

Bleed Wrote:
A lot of stuff...


1: I used a standard human setup to start. I've never tried a character like this before so now I see it's not the best setup.

2: Fixed that.

3: & 4: From what I can tell the nose should look slightly like a cat or a bear. But yeah I must fix that.

5: Well here's the tricky part because none of the pictures match each other. Either they are shot differently or have different thisthingisdisableds or they are at different aspect ratios(MAME vs. the game). I tried first with the smaller front view picture which had the smaller mouth but it then didn't work at all with the other poses. The second front view was better but the mouth was too big so I took the middle ground.

6: & 8: That is how I see it. I left out most of the material in the ears to make it more cat like which most of the screen shots agree with.

7: Again that is how I see it. Remember this is just the base model. The roar and fighting model have different thisthingisdisableds. In those the brow and cheeks are more compressed to give a glaring look. You haven't even seen his teeth yet. wink

9: #5 again

10: #7 again. The eyes have different shapes for the different thisthingisdisableds.

11: That's just eye shine. In that pic they are actually a orangey brown. I used my cats eyes and tiger eyes to model that. All textures are temporary right now.

12: Oh yeah they're way off. That is also temporary till I get to the body. His trapezius muscles actually start back behind his ears.

Much too do
Wyatt
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Nikodemus
12/27/2003 01:40 PM (UTC)
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Great job on the revised version...It's great to see a well done 3d Kintaro. I look forward to seeing the entire body.
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MaxDam
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12/27/2003 04:34 PM (UTC)
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Great improvement, Much better!
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MaRcElunbeatable
12/27/2003 07:21 PM (UTC)
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Awesome details! Nice job.
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Sub-Zedox
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12/27/2003 11:43 PM (UTC)
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Good Job. I know that took a while (i tried making 3d shit, but i got bored...took to long..lol) but I think his skin color should be a LITTLE browner. that's my op.

.Zedox.
Oh yeah, It looks much better now.

Youre right about the eye color.

The nose bridge makes a big difference.

I want to see More!

It brings back memories of the Thunder Cats.

I used to watch that show all the time.
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Born-Again-Vampire
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Anything war can do, peace can do better.
12/29/2003 03:30 AM (UTC)
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It is great to see more of Kintaro. He was such a cool character an a love to see fan art of him.
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RaMeir
12/31/2003 04:41 AM (UTC)
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Newest update:

Kintaro

The face textures alas are still temporary. The only thing I'm totally done with are the eyes. I spent a whole day tweaking to get them exactly how I wanted.

What you see is the base thisthingisdisabled and a morph target of him roaring. I wanted to try this early to see if the model moved well. So now I can animate between the two. I'll probably adjust small things like his eye socket size and such. This is the beauty of morphing, I can screw the target up all I want and the base model is unchanged. The textures move nicely as well.

I have a question for everyone because I really just can't make up my mind. Do you think Kintaro is furry or smooth? Do his stripes come from fur like a tiger or is his skin striped? I would like fur but all the pictures I see look like skin. This will greatly affect how I procede with the textures.

Anyway, I'm moving on to the body now so that should give y'all at least 3 days to let me know what you think.

Thanks in advance
Wyatt
Awesome grin

Kintaro has fur I think, but it is short fur kind of like a horse, maybe a little longer.

I wonder, do you have a Fur plugin? or some easy way to do fur.

A tip on how I make my morph targets, I don't know, you probably already know this.

But here it is anyway.



I make all my morph targets with every facial exp. I can think of separate left, center, and right. Like I make morph targets for the 2 eyes separate.

If I put a (2) next to a target it means that I have 2 of them, the Left, and the Right.

I would make the roar exp. by combining these targets.
-----
open mouth relaxed
outer edges of top lip raised "like Elvis" (2)
cheeks up (2)
middle brow down (2)
bottom eyelid up (2)
nose flared
wrinkles on nose bridge
wrinkles on fore head (2)
Flexed neck

I would combine all those for the Roar facial exp.

Also, I would make one eye more closed than the other, like a lazy eye. Just keep the 2 halves of the face a little different for extra realism.
---------------------------------------------

Did you notice that the word expresion doesn't show up when you type it correctly. Every time I write it I get the message "thisthingdisabled" confused

I wish some one would fix that.
For real.....I had to go back and take a look at your model like 4 times.

It's coming out so awesome wow
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RaMeir
12/31/2003 05:33 PM (UTC)
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I do have a hair shader I just don't know if I want to go that way. It will greatly increase render times and probably won't add enough to warrent it.

As for the morph targets, you have to consult your plan. I had originally planned to have him doing Bruce Lee's finger speech from "Enter the Dragon". That would take not only thisthingisdisableds but all the phonemes as well. I've scaled it back now to only include his thisthingisdisableds from the game. The rest may follow.

Wyatt
What do you plan to do with him?

A full scene, or just like a talking animation?
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Hunter
01/11/2004 05:51 PM (UTC)
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RaMeir


Are there no more updates???
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RaMeir
01/12/2004 04:35 PM (UTC)
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hunter Wrote:
RaMeir
Are there no more updates???


Patience grasshopper. wink
It's been awhile I know.

Bodyshot-front

Bodyshot-back

Finished the body, now ready for surfacing and clothing. I must say, these Shokan have the oddest anatomy. His trapesius muscles connect to the back of his head, he's got 8 abs, his legs are short and stumpy and his butt (yes I had to model Kintaro butt) looks like a kids. That's not mentioning the 2 extra arms. Those create two extra arm pits as well.
The delay is due to many things. I'm trying to buy a new house along with renting my existing house having the rent cover the mortgage. I just signed on to create a couple of 30 minute infomercials for a local company. I just finished a whirlwind weekend of long practices leading up to my bands concert we had on Saturday. That's on top of a Jade picture I'm trying to create and an indie movie me and my brother are shooting. Plus I got Def Jam Vendetta so that's eating up some time. All of this is secondary to my wife and two kids and my full-time job. Did I mention I have a baby due in March.
(Whew)
I'm not trying to whine or brag and I don't mean to tell my life story, I just want y'all to realize I have no idea when I'll finish and I may have to drop it occasionally. But fear not I'm going to finish it... eventually.

My next post will hopefully answer any graphical questions you may have.

Wyatt
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RaMeir
01/12/2004 05:48 PM (UTC)
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Basics first:
Games are best at 60 frames per second and up.
Film is 24 frames per second.
Video is 30 frames per second. (actually it's 29.9) I am shooting video.

If an animation is a minute long that's 30 frames x 60 seconds which is 1800 frames. If each frame takes 10 sec. to render (very fast for a full scene) that's 18000 seconds.

Divide by 60 that's 300 minutes.
Divide by 60 that's 5 hours.

I fully expect from my storyboard that this animation will be 5 minutes long. For all the components for this scene I'm going to add (Hypervoxels, volumetrics, many other CPU eaters) I expect each frame could take 1 min. to render.

Do that math and it's 150 hours or 6 days of constant rendering. And that's hoping I like the output. So, understand that everything I can do to save time will be done.
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RaMeir
01/12/2004 05:49 PM (UTC)
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So now:

1. Why the lack of detail? It isn't necessary to model things that will not be seen. Any extra geometry makes rendering take longer. The bits that will always be seen are the face, the hands, and maybe the feet. (Not sure yet)

2. What about the rest of his body? Didn't I mention clothing. I'm deviating from MKII and designing battle armour for him. This will cover most but not all of him.

3. And the uncovered bits? I will use image maps to do the rest. Really this is the way you want to go anyway. Image maps render incredibly fast and I can create any amount of detail using them. I don't plan on many close ups of his muscles and the video will be moving very fast when he's fighting so it'll look great.

4. What happened to his face? This is funny. I deleted half his head so I could more easily join it to his body. In the process I had to also delete and redesign the geometry of his neck so the UV map got all screwed up. Last night I redid the UVMap using just half the head (easier) but I left it with the existing image map. What you see now is the result and I kinda like it. I had an idea for war paint but I may change it to this instead.

5. What's with the spread eagle? If you've never seen this before you have to model characters you wish to animate this way. This is referred to as the rest position. This will generate the least amount of distortion when I use bones to bend his arms, legs, fingers, neck, everything. Also the bones won't grab other pieces of the body because they aren't close enough.
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RaMeir
01/12/2004 05:49 PM (UTC)
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6. What's left?
Surfacing-This will take the whole week or maybe two. I spent a whole day on just his eyes to get it right. Once I get the basic skin and fur bumps done the rest is just painting on muscles and shine. (basically wink)

Morph targets-Facial e xpressions, and anything else I haven't thought of yet.

Armour-I'm fairly good at armour I just need to finalize the design.

Weapons-This is my speciality. I am awesome at weapons if I say so myself. Since he has four arms and he's big as an ox I'm going to give him short range and long range weapons. I'm creating a pole arm for his top two arms and two bladed weapons for his bottom two arms. I figure this would make the Shokan unbeatable in the medie v a l battlefield.

Fireball-Oh yeah, I'm going to use hypervoxels for this so it should look like he's belching a comet at someone.

I'm sure I'm leaving something out.

Y'all take it easy
Wyatt
Finally

It's Looking good Can't wait to see him with armor.

I don't know if the shoulders are going to be showing with the armor, but I would make the Pectoral blend more in to the shoulder.

Put more mass in there. Right now It looks a bit concave.



Are you going to have him flex when he moves?

If so I would put more detail on the legs, upper, and lower.

Also on the arms.

With fur, you can still see the muscles, like a Horse.
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