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Author Topic: Goblin  (Read 11776 times)

headwax

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Re: Goblin
« Reply #30 on: July 09, 2009, 07:00:54 am »

The eyes on the goblin have a sense of 'aliveness'' and indicate some kind of internal awareness that a three dimensional cg creature  should not possess! The 'scary' part comes from that discrepancy- the concept of life in,  what is ultimately, a 'dead' object.

It's a complement
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Arik_the_Red

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Re: Goblin
« Reply #31 on: July 09, 2009, 09:19:06 am »

Thank you... if it freaks ya out I gotta figure out more to freak you out!  I've always liked those eyes... made them for the goblin on my avatar, and decided the design looked good enough to use for other things. I attempted a level of anatomically accurate style in them.
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Andyba

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Re: Goblin
« Reply #32 on: July 10, 2009, 01:18:19 pm »

I love the final one with clothes. Are you going to texture it and animate?
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Arik_the_Red

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Re: Goblin
« Reply #33 on: July 11, 2009, 09:02:31 pm »

I will probably do only a little texturing... and yes, animation is in the works.  Here's the walking test again...



Once I finish my "Space" entry, I'll get back on this one.
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Arik_the_Red

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Re: Goblin
« Reply #34 on: June 20, 2010, 07:51:28 pm »

Instead of starting a new thread, I decided to wake up this old one...

I am a bit saddened at having lost my goblin work shown in previous posts here...

...But I've started dabbling with a new goblin.  I'm basing him roughly off of the goblin art I found related to World of Warcraft (see first image below).  So far, just starting to get the head/face in  order....
« Last Edit: June 21, 2010, 06:02:10 am by Arik_the_Red »
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headwax

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Re: Goblin
« Reply #35 on: June 21, 2010, 08:04:07 am »

well if I saw him in the garden I would lock myself in the shed... :)

maybe a little more curve in the brow? his face is slightly flat perhaps - like mine. :)
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Arik_the_Red

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Re: Goblin
« Reply #36 on: June 22, 2010, 03:49:59 am »

Not sure what you mean about "like mine", Headwax... but I do appreciate your critiquing.

Here, a bit more work... some basic teeth needing refinement still... and of course, lips not in place yet, or ears, or chin...
« Last Edit: June 22, 2010, 05:35:11 am by Arik_the_Red »
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headwax

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Re: Goblin
« Reply #37 on: June 22, 2010, 07:24:32 am »

heh, I meant my own personal head  arik

nice teeth!
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Arik_the_Red

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Re: Goblin
« Reply #38 on: June 22, 2010, 03:16:30 pm »

Well, am still not sure about rounding the face to the sides, because the ears may give a problem when I put them in... but still weighing that option.

Until ears are made and the face rounding idea is re-approached, here's a bit more update... different angles to view:
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Arik_the_Red

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Re: Goblin
« Reply #39 on: June 24, 2010, 12:47:57 am »

EARS!!!!! and revised to use my favored style of eye shaping... plus all teeth in place. Now for gums, and then some ear detail work.... and on to the body.
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dwsel

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Re: Goblin
« Reply #40 on: June 24, 2010, 12:29:07 pm »

Looks maybe even scarrier than the first one ;) I'm wondering about face edgeloops, could you post wireframe of it?
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Arik_the_Red

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Re: Goblin
« Reply #41 on: June 24, 2010, 02:41:07 pm »

Here's a wire-frame. 

Note, the previous renders were taken AFTER "Convert to Subdivided".

Also, minor note that the ears are made with thickness and depth running a bit into the head and turning out of view so as to not simply have a vacant hole seen inside the head. Similarly, the nostrils run up into the nose and end turning out of sight into the head.

I am now working on the mouth interior - gums, tongue and throat opening especially.
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dwsel

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Re: Goblin
« Reply #42 on: June 25, 2010, 03:19:39 pm »

Hey Arik!

Model looks great and edgeloops are rather correct. There's only one area that bothers me, it's the crease below his cheek. When I'm looking at the rendering I see small pinch in the crease (marked red) at the place of 5-edged-vertex (E pole). I was wondering about why it happens. After looking at your model and some human face references at http://www.subdivisionmodeling.com/forums/ I see that the placement of that pole is rather correct for human faces, considering the area it lays on is rather convex or flat, but in your model it's placed in concave area with connected verts rather far from the center. I'm not expert in modelling complex faces, but I'm wondering how this thing can be avoided in the future? Another edgeloop maybe?

Good luck on the goblin's head inners ;) I've never known how to model them :P Is there any tutorial I could learn this from?
« Last Edit: June 25, 2010, 03:24:26 pm by dwsel »
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Arik_the_Red

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Re: Goblin
« Reply #43 on: June 26, 2010, 03:53:06 am »

Hmmm... Well, let me start by saying this goblin-face is not intended to be a work of absolute perfection, except for what the end render-results come out as for appearances.  That being the case, let's look at this trouble spot you eyeballed first...

Good eye... But I think it's safe to say this gob's full of crazy flaws. However, just to follow your observation alone,  I think, at least, this is the source of that problem looking at the pre-subdivided face:


So, I re-structure the area of the 5-corner in question, like this:



I re-subdivide... and lets's see the result:



Yup, that did it!
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dwsel

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Re: Goblin
« Reply #44 on: June 26, 2010, 10:38:08 am »

Mesh looks very good already but even more natural after fixing this place :) And I see the tongue is starting to take a shape.
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