Jump to content

Home

WIP: Invader Zim


Altimira

Recommended Posts

  • Replies 87
  • Created
  • Last Reply

nice start. I'd like to see a sculpted mouth on this one; show some teeth and such. You could make 2 curved planes map a texture and then use shaders to show some teeth. He looks pretty low poly so far so you should be able to splurge in the mouth area anyway.

Link to comment
Share on other sites

I havent seen any other Vasquez shows, i just happened to be channel surfing one day and came across zim. ill have to check that out. Im planning on doing the tallest, then dog suit gir next. here is the latest update, i got rid of the other pics, now there is just the first and the latest update. for the ctf colors, im going to have the blue be human zim, and have the red be Irken zim with the evil (squinty) eyes, and the normal one to be irken zim with round eyes (as deselectable surfaces of coarse). I dont think im going to model the mouth, just skin it.

 

 

http://mattsworld.bravepages.com/WIP/wip.html

Link to comment
Share on other sites

im planning not to modeling his mouth, just skin it. but the CTF skins will have different mouths. such as the red will have evil mouth, and the blue will have a normal mouth, and the normal skin will have some other mouth.

 

Bout the mapping, :). i have been a half life mapper for a couple years (im not that good tho). When JKRadiant came out, i tried to use it, and had a little success. but with careful planning and watching the movie over and over again, i started to work on Isengard (LOTR). Its still in the making, but on hold. So when i get a faster computer (cause my comp cant take all the detail i put into it), im going to try to finish that after im done modeling a coup0le more zim characters. After thats done i might try his house :p

 

well anyways, any more comments/ suggestions?

Link to comment
Share on other sites

OOOOO Zims base, that would be really cool. You could also do the school and use the underground lair for the Lice queen... that would be cool too.

 

Also, i've seen his Isengard... Its amazing.

 

As for zim: Since I'm gonna give skinning the head a try i'm taking a vote...

I'd like to do a realistic approach to his skin... something more organic- less cartoony, does anyone oppose this? I was also thinking maybe we could do 2 zims, cartoon zim, and real life zim, if anyone prefers this alternative thats fine too. I just think it would look really cool. Also, I want his eyes to glow in the dark, and i know that all you need is a shader to accomplish this... can anyone give me some pointers there cause i've never used a shader before... thanks.

 

-Klorel

Link to comment
Share on other sites

Altimira: This is what I do to map a model:

 

1st, make sure all sections are attached (so you have one object) and apply a checkered texture to the entire model.

2) Select a set of faces to start with, say an arm.

3) Apply a UVW Map modifier (tweaking the Gizmo to fit the selection)

4) Apply a UVW Unwrap Modifier and hit the edit button.

5) Move the vertexes around to iron out the distortion in the checkered pattern

6) Once you have the distortion removed, select all the uvs and drag that part of the mapped mesh off of the stage are somewhere (be aware of where you place the different sections so in the final step you won't have any overlapping coordinates).

7) Right click the mesh in a viewport window and convert it to an editable mesh (this locks in the UVs so you can move on to other sections)

8) Repeat steps 2 through 7 until the entire mesh is mapped (take your time to decide how many sections you should use; don't forget some areas, like arms, can have the same mapping coordinates)

9) Once the model is completely mapped and colapsed to an editable mesh, apply one final UVW Unwrap Modifier and hit the edit button.

10) Zoom out a bit and you should see all of your mapped sections scattered around the stage.

11) Scale (Uniformly) and move these sections into the stage area into for a nicely arranged texture map.

 

You can then collapse the stack (convert to editable mesh) if you desire, but it doesn't matter.

Link to comment
Share on other sites

ok, ill be fixing up my model duncan, thanks. but I have some questions. you said somthing about a waste of polygons inside the model, how do would I fix that? I believe I have the same problem with Zim. Also, in making the head, I mirrored the side of the head to the other (same with the arms and legs), you said that would be a bad thing eventually. could I just Xform the whole head (if so, after I hit the Xform button, then what), or just that separate part? and would i have to re-UVW it?

 

Also in your email, you said about naming the parts of him. an example would be his arm would be r_arm, and his hand would be r_hand?

 

Here are the latest, and dotn worry, i just hid the eyesand antenae for better view.

 

http://mattsworld.bravepages.com/WIP/wip.html

Link to comment
Share on other sites

the faces inside the model are a wast of resorces cause JKII calkulats them, but they are never visible. i dont konw how they are pruduced, it depends on how you make the head. lets say you make one half of the head like an in the middle cut aple. then you make a mirrored copy on the other side. but the cutplain is still there, it is gone be inside. you have to delete this faces befor you attach the two objekts. then you still have to collaps all the verts that are lieing on echother on the "cut-equator".

 

to check if all faces there is a modifier <STL check> that shows you where are double faces or spikes. take a look.

 

xform works for one objekt, you have to us it for every separatly. klick on xform and select the objekt that should be xformed.

 

every objekt is named that method, of corse r_hand is the right hand, l_arm is the left arm and so on. a nose in the face would be head_nose, some special cloth on the left arm woud be l_arm_cloth.

Link to comment
Share on other sites

Hmmm....Skin needs some tweaking. I'd avoid any noise on his head. Just stick with a plain flat color because cartoon shading can take care of the rest. Those eyes look to be extremely heavy in polygon size. You could tone them down by making them GeoSpheres and using the Octa option button in the parameters. One final thing that I know you'll hate....he needs a mouth. Don't be affraid in your modelling abilities, you can do it. There isn't much to it really, just divide and turn some edges to make an outline shap of his mouth, then select those faces and bevel them in and your off and running. From there it's just a matter of tweaking verts into a sinister smile. :)

Link to comment
Share on other sites

Nah, mouth can be skinned on, that would be more flexible, and then you could use a shader for it not to accept any light (just be jet black all the time) that would work just fine, plus you could easily do different mouths instead of being confined to just one. As far as noise goes, dont worry about that, its just gmax, it will look cool when finished, (thats the realistic skin, not the cartoon version).

-Klorel

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...