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Old 09-13-07 Reply     Quote     UserGallery     ThreadGallery     Post#1
GabeM
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Default Zangief (Street Fighter)

I used to be hooked on this game when I was little, and I still love to play it.

(ramble)

Zangief is one of my favorite characters to use, because it's more of a challenge. Once I figured out how to do "tic throws", 2 in one his basic attacks in to his special throws, it got a lot more fun. If the opponent takes a hit or blocks an attack, they pretty much have to eat a Pile Driver or Atomic Suplex . It's Kind of cheap but pretty satisfying to pull off.

(ramble/)

Anyways............I figured I'd model him for fun.

These are some orthos I did real quick in Photoshop.



BodyOrthos.jpg

Last edited by GabeM : 09-18-07 at 10:21 AM.
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Old 09-13-07 Reply     Quote     UserGallery     ThreadGallery     Post#2
GabeM
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A quick sculpt I did as a warm up.
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Old 09-13-07 Reply     Quote     UserGallery     ThreadGallery     Post#3
womball
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He needs to be a lot more muscular, like at least as much as those guys on muscle magazines probably more. Zangief was huge! Unless those orthos aren't your model. Can't see the images in the first post.
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Old 09-13-07 Reply     Quote     UserGallery     ThreadGallery     Post#4
GabeM
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The torso is just a practice / warm-up model. It's not meant to be Zangief.
You are right, but I'm going to use those silhouettes for now.

I'll adjust the proportions as I go along, but for now I'll stick with the concept.

Last edited by GabeM : 09-13-07 at 07:03 PM.
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Old 09-18-07 Reply     Quote     UserGallery     ThreadGallery     Post#5
GabeM
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Blocking in the major forms a little bit.

I'm thinking of using this level to make an animation mesh, then do the rest of the Zbrush work on that.

zangief-wip2.jpg
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Old 09-18-07 Reply     Quote     UserGallery     ThreadGallery     Post#6
boeba
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wow,nice model man,really like it,and those muscles,.....

can't wait to see updates!!!!
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Old 09-18-07 Reply     Quote     UserGallery     ThreadGallery     Post#7
willbrown1
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That guy needs REALLY BIG BOXERS! XXXXXXXXXXXXXXXXXXXXXL

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Old 09-21-07 Reply     Quote     UserGallery     ThreadGallery     Post#8
GabeM
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Started making the animation mesh.

trunk-wire.jpg
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Old 09-21-07 Reply     Quote     UserGallery     ThreadGallery     Post#9
Elixir
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Default nice wires

I like your topology, very nicely done.
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Old 09-21-07 Reply     Quote     UserGallery     ThreadGallery     Post#10
cmurray
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Default One Star???

One star? Come on now, seriously???

I like the topology of this model very much(downloaded picture for use as reference) and I look forward to future updates. Zangeif was always one of my favorite characters in that game.

-cheers
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Old 09-22-07 Reply     Quote     UserGallery     ThreadGallery     Post#11
GabeM
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Thanks, glad you like it so far.

Guess I'll point out some things I like to keep in mind while working on topology.

1 = Make it so you can see the muscles and bone structure defined in the wire frame. Try and get the wire to flow with the muscle fibers.

2 = Don't add too many or too little polygons. Get the shape you need with the least amount of polygons. How many polygons I use for different shapes depends on what the connections dictate. A certain muscle needs an edge loop to look a little better, which in turn adds extra geometry to other parts of the body, like a ripple effect. Just go with it, and try to keep it simple. Whenever possible, collapse some verts in to a quad to get rid of redundant geometry. Stay in all quads

3 = I like to make a quick sculpt in Zbrush first, spend maybe an hour or so. Then in 3dmax, use the Polyboost topology tools to make a nice mesh. The regular magnetic snap tool works too, just not as quick. I'd rather do this than box modeling, because for me it works faster and is less confusing.

4 = I make the different shapes depending on how the mesh is already flowing. Sometimes I'll make an outline around a muscle then fill it in. Other times I'll just spread out from existing shapes while creating edges that flow with the outline of the surface I'm working on.

5 = Don't fall in love with anything, if it doesn't look right, just delete the area and start over.

6 = Work with edge loops that are good for deformation.

7 = Keep the wireframe as evenly spaced as possible, don't have faces stretching too much.

Last edited by GabeM : 09-22-07 at 01:01 AM.
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Old 09-22-07 Reply     Quote     UserGallery     ThreadGallery     Post#12
kramskoi
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Looks good so far. Topology looks very good. The full body photo does look a bit TOO muscular for anyone who want to be able to move though. Not even Zangief was that big. I look forward to seeing where this goes though.
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Old 09-22-07 Reply     Quote     UserGallery     ThreadGallery     Post#13
GabeM
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Here are some reffs for a better comparison as I go, sorry for the heavy compression.

I wasn't really looking at these before, but I'll try and follow them better now.
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Old 09-22-07 Reply     Quote     UserGallery     ThreadGallery     Post#14
GabeM
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Made a sketch of his head, to get a better feel for what to do when I sculpt it.

The last head didn't look anything like him, so I'm going to remake it.

Zangief_sketch.jpg
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Old 09-22-07 Reply     Quote     UserGallery     ThreadGallery     Post#15
Black Crane
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Cool, I use to be hooked on that game as well. The body is shaping up well, keep it up.
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