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Thousand Pounder - work in progress

Discussion in 'Fan Creations: Art, Music, Wallpapers, Fiction' started by Delowyn, Mar 26, 2009.

  1. Delowyn

    Delowyn IncGamers Member

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    Thousand Pounder - work in progress

    Thousand Pounder - Gluttony Incarnate

    Decided to do a wallpaper for this one. Click for larger image:
    [​IMG]

    Finished. Click for larger image:
    [​IMG]

    Original post:
    **********
    Work has begun! :alright:

    Click image for larger view:
    [​IMG]
     
    Last edited: Apr 7, 2009
  2. softshack

    softshack IncGamers Member

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    Re: Thousand Pounder - work in progress

    Awesome! Can't wait to see how this one turns out.
     
  3. Ouroboros

    Ouroboros IncGamers Member

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    Re: Thousand Pounder - work in progress

    Setting new standards as always Delowyn .. The start looks sick.
     
  4. Grug

    Grug IncGamers Member

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    Re: Thousand Pounder - work in progress

    The eyes look a little too big and soulful. Make them beady and red?
     
  5. Holyknight3000

    Holyknight3000 D3 Fan Creations Forum Moderator

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    Re: Thousand Pounder - work in progress

    yeah make em more demonic, bloodshot and whatnot. and damn you ya beat me on starting on him, i was workin on a piece for the fiery runes series that got lost in the HDD failure. hehehe blow em out of the water man, show us how its done!
     
  6. Delowyn

    Delowyn IncGamers Member

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    Update 2

    Don't worry about the eyes for now. I only slapped a texture on them to give the poor fella some personality. I thought it would look better than untextured white spheres while I do test renders. Nothing is textured yet. I like everyone's suggestion of red/beady/bloodshot.

    Click for larger image:
    [​IMG]
     
  7. Popeye

    Popeye IncGamers Member

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    Re: Thousand Pounder - work in progress

    wow, he's going to look like some mcdonals freak.
    GREAT!!!
     
  8. Delowyn

    Delowyn IncGamers Member

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    Update 3

    Click for larger image:
    [​IMG]
     
  9. Mizantrop

    Mizantrop IncGamers Member

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    Re: Thousand Pounder - work in progress

    wow!
    I abhor the thought about what can get stuck in his belly-button...
     
  10. Edairu

    Edairu IncGamers Member

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    Re: Thousand Pounder - work in progress

    Lookin' good. I can't wait to see him holding those two massive maces he carries around.
     
  11. Ouroboros

    Ouroboros IncGamers Member

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    Re: Thousand Pounder - work in progress

    I fully expect you to be working for the game industry one day .. Great job, its coming along reaaal nice.
     
  12. Punkonjunk

    Punkonjunk IncGamers Member

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    Re: Thousand Pounder - work in progress

    Undiscovered talent, right here.

    Give him a bra, for the love of god!
    I always think it's so strange when people have to sit and design stuff like that. did you google "fat shirtless man" to get something to work from, or anything like that?
     
  13. rCt Arbitur

    rCt Arbitur IncGamers Member

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    Re: Thousand Pounder - work in progress

    cool, make his eyes red!
     
  14. Magi

    Magi IncGamers Member

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    Re: Thousand Pounder - work in progress

    can someone please ask him if he's seen my car keys?....or my remote control. I think I have a few socks without mates in the dresser too. :whistling:


     
  15. Delowyn

    Delowyn IncGamers Member

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    Update 4

    haha yes, the belly button is of a respectable size.

    @Punkonjunk:
    On most of my projects, I do actually use Google image search to find references to work from. On this project, however, the only thing I'm going by is this concept drawing released by Blizzard. That, and a moderate knowledge of anatomical structure.

    The model is done, along with the weapons. Now I'll start painting textures and building surface shaders.

    Click for larger image:
    [​IMG]
     
  16. Mizantrop

    Mizantrop IncGamers Member

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    Re: Thousand Pounder - work in progress

    suggestion: maybe cut some fat from the legs? they aren't so fat in the concept art. it's hard to imagining him walking around with those, but thinner, muscler legs (more like his arms) could do the trick.
     
  17. Delowyn

    Delowyn IncGamers Member

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    Re: Thousand Pounder - work in progress

    Agreed, I just changed that. I had too much fat rolled up, and the legs were way too thick.

    I don't really see any clear muscle definition in the concept art, just moderate rolls of fat, so I'm trying to strike a balance between fat and muscle.


     
  18. Kaeros

    Kaeros IncGamers Member

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    Re: Thousand Pounder - work in progress


    I'm really inspired by your stuff. So much, in fact, that I downloaded 3D Studio Max last week and have been relentlessly trying to learn it.

    Are you making your models from a basic sphere/cube/spline or do you have a body template that you work with?

    I'm currently following this tutorial on modeling organic faces: http://cg-india.com/tutorials/3dsmax_tutorials_organic_modeling.html

    And it's basically constructing a spline from a frontal view of the face, and then pulling the vertexes to appropriate heights from a side-view. It seems to work pretty well, but I can see it being troublesome without some really nice source material to work with.

    Just curious about your techniques, which are totally awesome.


     
  19. Delowyn

    Delowyn IncGamers Member

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    Re: Thousand Pounder - work in progress

    I took a look at the tutorial you're using. I see what he's doing there. For head modeling, I use what I think is called "inside-out" technique. I learned it in an old Lightwave book back when I was using Lightwave several years ago.

    Basically, you start inside (eyes), and work outward. You begin by drawing one polygon in the shape of the eye socket, and start extruding the edges outward from there. As you extrude in X (front), you also move the new edge contour around in the Z axis (side) so it follows the face contour. When the eye region is done, you do the same thing with the nose, then the mouth, finally connecting the smaller mesh pieces into one. It allows you to very quickly build a face (or anything really) because you create edge loops as you need them, and move them into place. In the tutorial you're following, he's laying down all the contours he thinks he'll need in X (front) first, then he's moving them around in Z (side) to fit the face. It's very similar in that both techniques are using edge loops to quickly form a shape. The difference is, inside-out builds and moves the contours as you go, whereas that tutorial is drawing all the contours first, and moving them in Z (side) last.

    There is also box modeling, but that requires lots of subdividing, edge splitting, pushing, and pulling of points and edges. A lot of work for something as detailed as a face. I do use box modeling for creating the body trunk (waste to neck). For arms and legs, I usually have an edge loop that I extrude, move into place, extrude, move into place, etc., all the way down the limb.

    Use whatever works for you and is easiest, there is no right way.

    Now, some objects are easier started from a cube, cylinder, plane, or sphere primitive. Then it's just a matter of extruding and splitting edges again.
     
  20. oOmpie

    oOmpie IncGamers Member

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    Re: Thousand Pounder - work in progress

    Imho the muscularity on the arms is a bit too well defined for a guy that fat.

    And the legs are a bitt off indeed. Mostly on real fat people the fat will be mainly on the upper legs and less so on the lower legs. Like in the concept art.

    Great start again, though.
     

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