View Full Version : Thousand Pounder - work in progress
Thousand Pounder - Gluttony Incarnate
Decided to do a wallpaper for this one. Click for larger image:
http://www.diii.net/gallery/data/550/medium/pounder_wall_1920.jpg (http://www.diii.net/gallery/showphoto.php?photo=2663&size=big&cat=550)
Finished. Click for larger image:
http://www.diii.net/gallery/data/613/medium/pounderWIP6.jpg (http://www.diii.net/gallery/showphoto.php?photo=2660&size=big&cat=613)
Original post:
**********
Work has begun! :alright:
Click image for larger view:
http://www.diii.net/gallery/data/613/medium/pounderWIP1.jpg (http://www.diii.net/gallery/showphoto.php?photo=2635&size=big&cat=613)
softshack
26-03-2009, 23:29
Awesome! Can't wait to see how this one turns out.
Ouroboros
27-03-2009, 01:59
Setting new standards as always Delowyn .. The start looks sick.
The eyes look a little too big and soulful. Make them beady and red?
Holyknight3000
27-03-2009, 10:01
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!
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:
http://www.diii.net/gallery/data/613/medium/pounderWIP2.jpg (http://www.diii.net/gallery/showphoto.php?photo=2636&size=big&cat=613)
wow, he's going to look like some mcdonals freak.
GREAT!!!
Click for larger image:
http://www.diii.net/gallery/data/613/medium/pounderWIP3.jpg (http://www.diii.net/gallery/showphoto.php?photo=2637&size=big&cat=613)
Mizantrop
29-03-2009, 00:55
wow!
I abhor the thought about what can get stuck in his belly-button...
Lookin' good. I can't wait to see him holding those two massive maces he carries around.
Ouroboros
30-03-2009, 06:50
I fully expect you to be working for the game industry one day .. Great job, its coming along reaaal nice.
Punkonjunk
30-03-2009, 07:55
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?
rCt Arbitur
30-03-2009, 11:46
cool, make his eyes red!
wow!
I abhor the thought about what can get stuck in his belly-button...
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:
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 (http://www.diii.net/gallery/showphoto.php?photo=2032&cat=564) 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:
http://www.diii.net/gallery/data/613/medium/pounderWIP4.jpg (http://www.diii.net/gallery/showphoto.php?photo=2646&size=big&cat=613)
Mizantrop
30-03-2009, 22:27
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.
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.
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.
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.
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.
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.
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.
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.
Ya, before I started the project I was wondering about how the arms would be. Unfortunately, the concept art does not show the arms well. The forearms are barely visible, and they look like big drumsticks. The D3 gameplay video does, however, show the arms very well, and they are huge and muscular, well defined, so I went with that. Besides, how else is he going to lug around those huge maces? haha
I finished the textures and built the surface materials. Final step will be to rig him. I made the eyes red like everyone wanted, but I didn't go the small and beady route because I wanted that wide, staring, unblinking crazy look.
Click for larger image:
http://www.diii.net/gallery/data/613/medium/pounderWIP5.jpg (http://www.diii.net/gallery/showphoto.php?photo=2654&size=big&cat=613)
Yeah, you're right... I checked the gameplay trailer and the arms are pretty well defined.
I'll shut up now :D
Although imho the arms still should look more like fat strongman arms then those bodybuilderesque arms, but that's just personal preference. Your model is strikingly close to the DIII model.
Very well done, just tone down the pink on the nipple a bit ^__^
Done.
Click for larger image:
http://www.diii.net/gallery/data/613/medium/pounderWIP6.jpg (http://www.diii.net/gallery/showphoto.php?photo=2660&size=big&cat=613)
Mizantrop
05-04-2009, 01:41
Beautiful. The only thing that would improve it is changing one of the maces into a giant spoon and adding a huge cauldron of stew :wink:
That's really amazing, I wish you could teach me everything you know!
Everything looks perfect, and I love the texturing work. The ONLY thing I'm not sold on as far as following the Diablo style are the eyes, which look a little out of place from the rest of the artwork.
Doesn't matter though, because it rocks. Blizzard and you might have a happy relationship sometime in the future.
ThulRasha
06-04-2009, 14:28
Another fantastic model, very nice work Delowyn!
softshack
06-04-2009, 23:17
Any chance of seeing an "angry-with-burning-tattoo' version?
Any chance of seeing an "angry-with-burning-tattoo' version?
I was mulling that idea over as well. It might happen.
For now, I just finished the wallpaper for this guy. Click for larger image:
http://www.diii.net/gallery/data/550/medium/pounder_wall_1920.jpg (http://www.diii.net/gallery/showphoto.php?photo=2663&size=big&cat=550)
softshack
07-04-2009, 19:14
Nice wallpaper! :grin: It takes it soooooo much further than a static render.
People can be quite fat and have defined muscles, so you're spot on. I also like how you modelled the legs. =)
That's just awesome, Del!
Don't forget to add the image to the Thousand Pounder article!
This level of quality is why you deserve your own DiabloWiki article ;)
xtravaller
05-05-2009, 21:41
Nice work.
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