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Maxidius — Ren Character Model

Published: 2008-07-02 07:51:29 +0000 UTC; Views: 1354; Favourites: 8; Downloads: 52
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Description Autodesk Maya 2008
Adobe Photoshop CS3

Hah, finally got around to finishing up the render. So here is my final project from my Advanced 3D Modeling class. I think he came out pretty good but I can still see a lot more I want to do with him. I'll post a wireframe render of the low poly version in my scraps later. I don't recall the poly count or the hours it took, all I know is it took a lot of tweaking and revising and then more tweaking, then redoing most of his leg, then just making everything else up as I went. The pose is still a bit weak but I like this one a lot better than the "out for a jog" pose on the right side which was my original submission pose.

Comments and critiques are always welcome!

Ren character is property of MacHall.com or so I'm told.
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Comments: 13

lizzyd3d [2013-04-27 23:47:53 +0000 UTC]

Noted ya, please check.

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rageofthematrix [2008-07-03 03:57:54 +0000 UTC]

Wow, that looks really good! Can't wait to see the low poly wireframe-ness

And for armor and stuff, you can just just parent them (if you didn't already think of that...xD), or if its cloth, make use of the clusters. They work wonders I hear.

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rageofthematrix In reply to rageofthematrix [2008-07-06 00:41:18 +0000 UTC]

Weird that you used the two different binds for your character...I've never heard of that, but hey, if it works, then go with it. lol

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Maxidius In reply to rageofthematrix [2008-07-03 16:25:23 +0000 UTC]

Well the armor is all hard surface modeled and most of it was pulled right off of his body mesh so it's high res enough to deform well with the rest of him. I think if I just combine his entire mesh and then rig him well, it'd look good. The way I did him here was to smooth bind his body mesh then rigid bind the armor pieces. It worked well but it had weirdness in spots like his back.

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rageofthematrix In reply to Maxidius [2008-07-06 00:42:12 +0000 UTC]

And I have no idea why that comment worked did that...strange...haha, sorry there

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Vall [2008-07-02 15:54:24 +0000 UTC]

The pose here is much better than in class. Although I still think you could push it more. Like Baldwin said, looking at this character makes me think he should be super agile, but the pose doesnt.

Maybe exaggerating the bend in the legs, leaning him forward a little, and loosening the arms could help that?

Great facial expression by the way!

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Maxidius In reply to Vall [2008-07-03 00:59:11 +0000 UTC]

Thanks for the comment! Yeah, I really wanted him to be like lunging forward with his armored claw stretched forward like he was slashing at something but the hard part is to rig him so that he works well that way. His armor and belts and all that are all separate objects and it becomes a pain to try and move all of them to match his pose. At some point I'll do a well done rig for all of him including his armor but for now, I couldn't push the pose too far sadly.

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Vall In reply to Maxidius [2008-07-03 03:59:10 +0000 UTC]

In the world of 3d art, excuses are not an acceptable form of currency! xP

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Maxidius In reply to Vall [2008-07-03 16:23:03 +0000 UTC]

Ah yes, we only accept hours and polygons here.

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Saily80 [2008-07-02 07:56:42 +0000 UTC]

realy cool.
looks good.

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Maxidius In reply to Saily80 [2008-07-02 07:57:40 +0000 UTC]

Thanks, glad you like it!

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agentbuzz [2008-07-02 07:55:14 +0000 UTC]

He may be out for a brisk jog on the right there, but you know it's a brisk jog towards delivering a severe ass-kicking.

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Maxidius In reply to agentbuzz [2008-07-02 07:57:27 +0000 UTC]

All the evil ones have a skip in their step.

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