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  #1  
Old 07-19-2009, 06:10 PM
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Comicon Challenge 2009 | Supernova87 | Owlman
Comicon Challenge 2009 | Supernova87 | Owlman


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  #2  
Old 07-20-2009, 07:53 AM
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Alrite yall.

I'm hopefully gonna finish this one unlike the last comicon!

I hope to create "Owlman" who's based from the "Outsiders" comics and real identity is "Roy Raymond Jr." (not to be confused with "Owlman Earth-3" who is Batman's doppelganger of Earth-1).

But because of some lack of references that I can find on the net I will be using references of Earth-3 Owlman for some sections that I'll need, and use them towards the final design.

References (owlman "roy" & owlman "earth-3" separated by red lines):

Alrite yall.

I'm hopefully gonna finish this one unlike the last comicon!

I hope to create "Owlman" who's based from the "Outsiders" comics and real identity is "Roy Raymond Jr." (not to be confused with "Owlman Earth-3" who is Batman's doppelganger of Earth-1).

But because of some lack of references that I can find on the net I will be using references of Earth-3 Owlman for some sections that I'll need, and use them towards the final design.

Unless anyone has additional "owlman" references that they have or have found then that would be fantastic and much appreciated.

Here are the references (owlman "roy" & owlman "earth-3" separated by red lines):

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Old 07-21-2009, 01:09 PM
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Awesome choice, I was hoping someone would do create this, I cant wait to see some updates.Goddluck!
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Old 07-21-2009, 01:43 PM
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You could also pickup maybe some Batman or Nightwing references? Just to get the ball rolling I would hope.
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Old 07-24-2009, 07:28 AM
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Cashfire: Thx!

Ace-angel: Got few batman refs, nightwing would be useful too. Thanks!

I'm thinking whether to make a separate element for the cowl/headmask to merge onto the head or just use normal mapping to create the details and then extrude bits out such as the "ears".

I was looking at Rawkstar's Batman done last comicon which shows he pretty much just used normal & ao maps to create all the intricate details and then tweakin bits here and there: http://gameartisans.org/forums/showt...ghlight=batman

I'm thinkin this would be ideal? It would allow me to use more polys in other areas e.g. belt, eye goggles, wings etc.

Just creating base mesh in max. Hope to get u some update pics soon!
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Old 07-27-2009, 12:56 PM
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Right. Some screengrabs!

Nearly done with base mesh, added some features i.e. arm bracers, boots, "V" cape strap and mask goggles (or cucumber slices as of yet).

Any crits needed is essential, I can see some areas that may need increasing for more toned muscular physique and tweaking of others.

But any crits would be great.




Also which of these would look good as a cape? (forgot to number them so from left to right 1-4):



1) Similar to original Owlman design (view references in 2nd post top-left).

2) Similar to concept in other reference image (again look at references).

3) This design I'm kinda liking because of the more organic curved look but I'm not sure whether it should be higher and come across the shoulders which leads me to...

4) Over-the-shoulder classic cape with the design from (3).

Suggestions?
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Old 07-27-2009, 01:17 PM
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Looking good..this character is really Kool!
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  #8  
Old 07-27-2009, 02:57 PM
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Thx! I thought so too.

No crits?
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Old 07-27-2009, 03:17 PM
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the pics are verso small, but it looks like the upper body is a bit to big.

i like cape #4, but it would be hard to rigg it (for the beautyshot).
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Old 07-28-2009, 08:17 AM
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yea sorry. i shud really stick to couple of images instead of loads on one page.

upper body bit big? ill get on tht.

about cape#4, to be honest I've not had really good practice with rigging "cloth" type material, how to go about doing this? Also, maybe I could use less "strands" or use 2 set of alpha planes and then texture the strands onto them?

Any ideas?
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Old 07-30-2009, 06:54 AM
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Small update:







I think he looks kinda on the skinny side, what do u guys reckon?

EDIT: the smoothing groups are not final, jus did a quick overall to see the body shape.
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Old 07-30-2009, 07:27 AM
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hi, I think you can use a lattice(ffd) type deformer on the cloth object and skin the deformer to the bones.
The hip area and calf looks off. and hands looks off from the front view. hmm i think you can make him bigger if you proportion the body to 9 heads or even 10 heads .
cheers!
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Old 07-30-2009, 02:41 PM
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Quote:
Originally Posted by ihamid View Post
hi, I think you can use a lattice(ffd) type deformer on the cloth object and skin the deformer to the bones.
The hip area and calf looks off. and hands looks off from the front view. hmm i think you can make him bigger if you proportion the body to 9 heads or even 10 heads .
cheers!
Thx for the tips & crits! Get down to that. I just noticed that he looks kinda stumpy actually.
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Old 08-01-2009, 03:45 PM
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WIP update w/ zbrush. Still needs refining, update coming soon.

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Old 08-11-2009, 03:46 PM
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Next small update made. Working with suit design, belt w/ accessories and helmet design incl. goggles. Throw any crits around. Thx.



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Old 08-18-2009, 03:07 PM
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Sorry for delay of updates, been busy.

Base texture slapped on, the seam issues you see are the normal map, obviously this will be dealt with at a later time so don't worry too much!



Next stage: final texturing details and spec map applied (maybe more?)
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Old 08-22-2009, 08:04 AM
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Quick test in Marmoset. Specular map is not final as some areas need desaturated but everything else should be all good apart some odd seams in places which need cleaning up.

Tell me what you guys think so far.

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Old 08-22-2009, 11:00 PM
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You have an extension of 1 week, so the new deadline is:

Official Time : 11:59 p.m Eastern Time, Monday, August 31st, 2009
www.comiconchallege.com

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Old 08-25-2009, 07:41 AM
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Hey man, thanks for critting my model, I've been meaning to get around to yours but keep forgetting!

Anyway, you're progressing nicely, but there are a few things that stand out to me...

First off I think the neck is a tad too long, it kinda makes him seem a little weedy instead of a compact fighting (owl) machine!

There's not much difference in thickness between the upper and lower arm, I think there should at least a little variation, perhaps push in a few of the verts around the elbow in a little?

Finally the feet look a little strange, almost like boxes. There tends to be more of a curve between the top of the boot and the toes, google search 'boot' and you'll see what i mean =)

Loving your utility belt and cape!

Really looking forward to seeing how you progress in this final week!
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Old 08-29-2009, 07:16 AM
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Thx dude!

Yea, i agree with the crits you made, i'll see if i can get round to tweaking those lil niggling areas.

less than 2 days to go!

Rigging is still meh, ill post updates soon.

Good luck with yours too!
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