Author Topic: CG Magus - 3d Art  (Read 6342 times)

FaustWolf

  • Guru of Time Emeritus
  • Arbiter (+8000)
  • *
  • Posts: 8972
  • Fan Power Advocate
    • View Profile
Re: CG Magus - 3d Art
« Reply #30 on: April 28, 2008, 10:49:16 pm »
Wow. Just wow. I didn't expect that kind of pose, which makes it even better -- like Magus is howling at the moon, getting charged up before kicking some ass.

You have an extreme talent for scenery, Straafe -- as with the Robo pic, the environment's "mood" fits the model perfectly, and the resulting picture is very organic.

Straafe

  • Guardian (+100)
  • *
  • Posts: 103
    • View Profile
Re: CG Magus - 3d Art
« Reply #31 on: April 28, 2008, 11:22:46 pm »
thank you guys very much

added some text, probably will be nearly the final image if you folks like it:

« Last Edit: April 28, 2008, 11:26:06 pm by Straafe »

FaustWolf

  • Guru of Time Emeritus
  • Arbiter (+8000)
  • *
  • Posts: 8972
  • Fan Power Advocate
    • View Profile
Re: CG Magus - 3d Art
« Reply #32 on: April 28, 2008, 11:24:08 pm »
Thanks for the wallpaper!  :P

Kebrel

  • Springtime of Youth
  • Magical Dreamer (+1250)
  • *
  • Posts: 1333
  • नार्य काम संस्कृत
    • View Profile
Re: CG Magus - 3d Art
« Reply #33 on: April 28, 2008, 11:29:12 pm »

Glennleo

  • Chrono Trigger + Crew
  • Temporal Warrior (+900)
  • *
  • Posts: 911
  • Glenn - The true Hero and weilder of the Masamune.
    • View Profile
Re: CG Magus - 3d Art
« Reply #34 on: April 29, 2008, 12:12:03 am »
Thanks for the wallpaper!  :P
QFT

Beat me to it  :x.

This is pure win. Straafe, you are AMAZING!

Cooper

  • Guardian (+100)
  • *
  • Posts: 152
  • aka Lightningstrike
    • View Profile
    • Deviantart
Re: CG Magus - 3d Art
« Reply #35 on: April 29, 2008, 02:59:25 am »
Nice work !

FaustWolf

  • Guru of Time Emeritus
  • Arbiter (+8000)
  • *
  • Posts: 8972
  • Fan Power Advocate
    • View Profile
Re: CG Magus - 3d Art
« Reply #36 on: April 30, 2008, 12:33:08 am »
Uh, I'm going to chime in and say just how awesome this is. Again.

Straafe, just outta curiosity, what would happen to the model if its number of vertices were reduced to, say, 600 or so? That's about how many vertices a Chrono Cross battle model has, and, well...you know.  :wink:

Creating a from-scratch model in the style used in Chrono Cross would be extremely difficult, but I'm wondering about the theoretical possibility of lowering the polys in high-quality models, and if doing such would totally mess up the model or if it might retain much of its aesthetic brilliance even after the "watering down."

VincentGAU8

  • Enlightened One (+200)
  • *
  • Posts: 218
  • Toma The Explorer!! TOMA!!!
    • View Profile
Re: CG Magus - 3d Art
« Reply #37 on: April 30, 2008, 10:47:39 am »
Really GREAT work!!
I don't know much about 3D modelling stuff, but your work
is undeniably brilliant!!

Straafe

  • Guardian (+100)
  • *
  • Posts: 103
    • View Profile
Re: CG Magus - 3d Art
« Reply #38 on: April 30, 2008, 02:30:32 pm »
Hey faustwolf, good question:

Generally, a high poly CG character would be quite a pain to reduce down to a clean in-game model. In this case, however, I've modelled a low poly (probably a bit more than 600 faces, but still in-gameable) mesh and worked off of it. In other words I used techniques like displacement mapping (http://en.wikipedia.org/wiki/Displacement_mapping) to add the necessary detail for a CG quality model while retaining the ability to roll back down to a lower poly one without ruining everything. If I meant to make an in-game model from the beginning, though, I probably would have done many things differently - but it is possible in this case.

As for keeping detail in a low poly/game model, it's also quite possible to retain almost all of the detail in the model I made in a very low poly one with normal mapping. Basically, applying a normal map to your low poly model tells the game engine/3d software how the light and shadows will react to the model in a much more complex way than the simple polygonal structure would indicate. See the following pictures to see the effect that applying a normal map could have on a low poly model WITHOUT adding any polies/vertices/faces:

http://www.computerarts.co.uk/__data/assets/image/185268/varieties/7.jpg
http://www.3dkingdoms.com/nmap.jpg

And here is how a normal map actually looks:
http://folk.ntnu.no/eigilh/bilder/assassin_normal_map.jpg

If you remember my explanation about UV mapping in the last magus thread, then you will realize that the same concept applies to normal and displacement maps. Normal maps use color value to indicate how far our or in the light and shadows should read on your model, while displacement maps use greyscale values to actually change the mesh (http://www.fantasylab.com/newPages/rhinorkD.gif). Note that before using displacement maps, the modeler always subdivides the base mesh for more polygons so that it displaces more accurately with more detail.

I ended up using displacement maps to add the facial detail and muscle structure off the base mesh to produce a cg level character, although had I used normal maps instead, the detail would mostly be there and the polies would still be  a very low count.

SO - normal maps don't increase polies but add good detail, and displacement maps add lots of polies, but add incredible detail.

Sorry for the novel.

FaustWolf

  • Guru of Time Emeritus
  • Arbiter (+8000)
  • *
  • Posts: 8972
  • Fan Power Advocate
    • View Profile
Re: CG Magus - 3d Art
« Reply #39 on: April 30, 2008, 02:58:14 pm »
The modeling novella is much appreciated, Straafe! :D

Once the Chrono Cross Model Project is finished, I'm hoping we'll gain enough knowledge to both export and import models into Chrono Cross (I plan to learn Python scripting so I can help out with that effort). That won't be a reality for quite a while, but do keep your Magus model around. Fans would piss themselves if they saw a low-poly version of that in-game, I think.

Boo the Gentleman Caller

  • Guru of Life Emeritus
  • Hero of Time (+5000)
  • *
  • Posts: 5305
    • View Profile
Re: CG Magus - 3d Art
« Reply #40 on: April 30, 2008, 03:00:15 pm »
Quote
Fans would piss themselves if they saw a low-poly version of that in-game, I think.

Just thinking about it puts me on the edge of bladder eruption.

Straafe

  • Guardian (+100)
  • *
  • Posts: 103
    • View Profile
Re: CG Magus - 3d Art
« Reply #41 on: April 30, 2008, 04:36:38 pm »
No problem.

As of now I also have no projects personal/work/school related so I was considering modeling another CG scene using another Chrono Trigger character. With what I have learned through modeling the last two, I think I want to try and tackle Frog, but if you guys have a preference, now's the time to tell me. I also kind of wanted to do the Epoch... i dunno

Boo the Gentleman Caller

  • Guru of Life Emeritus
  • Hero of Time (+5000)
  • *
  • Posts: 5305
    • View Profile
Re: CG Magus - 3d Art
« Reply #42 on: April 30, 2008, 04:46:03 pm »
I think the Epoch would be your best bet. 

You see, a 3-D image of the Epoch would be rad.  Totally rad.  Plus, there's already been several 3-D versions of Frog created, but to my knowledge, there are no existing 3-D images of the Epoch.

So not only would the Epoch be new and unique, but it would just be rad.

Glennleo

  • Chrono Trigger + Crew
  • Temporal Warrior (+900)
  • *
  • Posts: 911
  • Glenn - The true Hero and weilder of the Masamune.
    • View Profile
Re: CG Magus - 3d Art
« Reply #43 on: April 30, 2008, 04:47:24 pm »
Human Glenn.

Eh, I can dream. Epoch is a cool idea as well.

Straafe

  • Guardian (+100)
  • *
  • Posts: 103
    • View Profile
Re: CG Magus - 3d Art
« Reply #44 on: April 30, 2008, 04:54:33 pm »
other than chrono ressurection has frog been done in 3d?

edit - just found this:
http://www.youtube.com/watch?v=HfdI-_htl4o

hmm i still wanna do it
« Last Edit: April 30, 2008, 04:59:18 pm by Straafe »