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  #1  
08-27-2010, 09:21 AM
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3D Scrab WIP

Last Updated September 2nd 2010

So guys, i've just finished my second year at uni doing computer games technology, since next year i'd like to venture more in to organic modelling, i started to model a Scrab.
I thought i'd post a kind of Work In Progress thread somewhere and get some opinions, since you guys are such big fans of the world of odd, i thought here would be a nice place to get some critique...

Please understand that i have no knowledge of anatomy

What i am working towards is a high poly mesh, which i can the retopologise to create a game standard mesh of probably around 9000-1200 triangles...

OK, so, here's the first retopologised version, i managed to keep it below 9000 tris, so i'm pretty pleased with that...
Bear in mind the texture is purely temporary...




Below are comparison shots between version 1,2, 3 and 4 so far



---------------------------------------------------------------------------------------



Now for the leg revisions




Comparisons with legs...


I think it's on it's way to getting there now, but i need you to tell me what's wrong with it, you guys are the experts, so criticism is VERY welcome

Last edited by Daft.Eng; 09-03-2010 at 06:33 AM..
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  #2  
08-27-2010, 09:51 AM
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awesome you should talk to nowtun, maybe you guys could work together on the Abe's Oddysee remake

I have a quick question: Do scrabs have eyes?
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  #3  
08-27-2010, 10:12 AM
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awesome you should talk to nowtun, maybe you guys could work together on the Abe's Oddysee remake

I have a quick question: Do scrabs have eyes?
Thanks it means a lot to me to even get one thumbs up from a fellow forum member.

If i remember correctly Scrabs find their way using a sonar type system similar to bats...
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  #4  
08-27-2010, 10:17 AM
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brillent you have real talent there what programs did you use
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  #5  
08-27-2010, 10:31 AM
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brillent you have real talent there what programs did you use
Thanks!
I used sculptris (free) for the sculpting and rendered it in 3D Coat, though i've only messed about with them for the last week or so, all of my previous work has been done using 3D Studio Max and Mudbox.
It's been nice using some different programs for a change.
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  #6  
08-27-2010, 10:34 AM
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Hey cool work man, looks like the Scrab is a popular creature to 3D model haha!
For some advice, I think it's head is a little too far from its neck, for reference see this image: http://oddworldlibrary.net/archives/...=CAAO0150.jpg2
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  #7  
08-27-2010, 11:08 AM
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http://www.gamechronicles.com/guides/exoddus/scrab3.jpg

The back part behind the lower 'chest' is more bulky than your model's.

And I agree with the guy above me in suggesting that you lose some of the neck.

EDIT: actually, i think maybe the neck is the right length, but it doesn't look quite right becuase the scrab neads a bigger head

Last edited by AvengingGibbons; 08-27-2010 at 11:11 AM..
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  #8  
08-27-2010, 12:13 PM
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Hey cool work man, looks like the Scrab is a popular creature to 3D model haha!
For some advice, I think it's head is a little too far from its neck, for reference see this image: http://oddworldlibrary.net/archives/...=CAAO0150.jpg2
Thanks, i COMPLETELY forgot that image even existed, i've been working off one image...so yeah, this is a great help.

:
http://www.gamechronicles.com/guides/exoddus/scrab3.jpg

The back part behind the lower 'chest' is more bulky than your model's.

And I agree with the guy above me in suggesting that you lose some of the neck.

EDIT: actually, i think maybe the neck is the right length, but it doesn't look quite right becuase the scrab neads a bigger head
The whole torso is kind of different, i've decided to give it my own spin, giving it wider shoulders, maybe i'll make it more true to the original though

Thanks for the suggestions guys and if you have any decent reference image, please send them my way!



OK guys, i've tinkered with the model a bit, more curved back, jaw closer to the body and a little tinker to the muscles too...tell me whacha think...

Last edited by Daft.Eng; 08-27-2010 at 12:46 PM..
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  #9  
08-28-2010, 02:35 AM
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Wow, yeah, it looks so much more like a real scrab now

How do you begin to model something like this? I have 3ds max 10 but I don't know what the best way is to go about modelling something like this. How many polys do you use initially for each particular part? It'd be helpful to see an early rendition before you've used smoothing modifiers
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  #10  
08-28-2010, 02:45 AM
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Wow, yeah, it looks so much more like a real scrab now
Yeah more realistic, like its at the beach.
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  #11  
08-28-2010, 03:24 AM
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At first glance everything looks great. I'll compare it with blueprints from TOGG.

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  #12  
08-28-2010, 03:41 AM
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... Why i'm always forgotten
Please please please!! Have a go at modelling Abe! I love seeing everyone's own personal version of Abe
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  #13  
08-28-2010, 05:16 AM
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I leave for one day and this shit goes down! Nice work man! 5 cookies for you. pop yum pop yum pop yum etc
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  #14  
08-28-2010, 07:21 AM
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Wow, yeah, it looks so much more like a real scrab now

How do you begin to model something like this? I have 3ds max 10 but I don't know what the best way is to go about modelling something like this. How many polys do you use initially for each particular part? It'd be helpful to see an early rendition before you've used smoothing modifiers
Thanks, i actually created the model as it is now straight from a sphere in sculptris, so it's been pure sculpting as it is, with no consideration for triangle/poly count.
I'd usually use 3DS Max, but it's been interesting to fool around with something new.
What i plan on doing is using 3D Coat to layer polys over the high poly model to create my low poly 'game version'.

Thanks for the comments guys, they really mean a lot, without criticism, i'd have thought it looked fine from the start
The cookies were delicious by the way

Oh and by the way, Fartuess, i love what you're doing with the Slig and the Rupture farms environment, they look FANTASTIC!
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  #15  
08-28-2010, 09:07 AM
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Oooooh, sculptris looks like my kind of modelling software .. what shall I model?
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08-29-2010, 05:08 AM
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Some suggestions

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  #17  
08-29-2010, 05:10 AM
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I wish I had some modelling software but I have no cash. i would help you out if I did.
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #18  
08-29-2010, 05:12 AM
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Blender and Sculptris are freeware aplications.

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  #19  
08-29-2010, 09:22 AM
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Some Suggestions
Thanks for the pointers, i went back to the side on image i have and edited the whole shape to fit it more, i've removed some of the bulkiness on the shoulder, as i suppose i should try to stick to the original design...it's getting there...

I've uploaded a more accurate leg too, seems to fit the bill a bit better now...

Once again, thanks and i REALLY appreciate the feedback, every little pointer helps so much with finalising the shape.

P.S, i've started work on a paramite too, expect that to rise up on the forums when this Scrab becomes more finalised...
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Last edited by Daft.Eng; 08-29-2010 at 12:00 PM..
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  #20  
08-29-2010, 03:24 PM
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Really great stuff man, nice work!

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  #21  
08-29-2010, 05:08 PM
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I know next to nothing about graphic design/modelling, I worked with Bryce a bit in high school, but was never too good at it. So, I have no advice to give, other than to make more, cause these are awesome
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  #22  
08-29-2010, 06:02 PM
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That's pretty fucking good man.
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  #23  
08-29-2010, 07:33 PM
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This is great, keep it up!
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  #24  
08-30-2010, 10:37 AM
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Really great stuff man, nice work!
Thanks, i watched that animation in your sig, it was really awesome

:
I know next to nothing about graphic design/modelling, I worked with Bryce a bit in high school, but was never too good at it. So, I have no advice to give, other than to make more, cause these are awesome
Thank you, i'm making a Paramite too

:
That's pretty fucking good man.
hehe, thank you

:
This is great, keep it up!
Thank you very much, hopefully by the end of all of the criticism i'll have something to be truly proud of.

I've uploaded an image showing all of the bodies with their respective legs, you can really see the progression, it's so great to have a bunch of guys like you lot willing me on, much appreciated
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Last edited by Daft.Eng; 08-30-2010 at 01:17 PM..
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  #25  
08-30-2010, 12:16 PM
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Excellent work man The last model is brilliant, will look great with the texture.

Keep it up :-)
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  #26  
08-31-2010, 12:49 PM
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Excellent work man The last model is brilliant, will look great with the texture.

Keep it up :-)
Thank you very much, it's great to get other 3D modellers opinions.

So guys, any other improvements you can think of before i retopologise it, little details ie. veins, scratches, etc will be added on after i retopologised the model...
This is how it will go, i'll retopologise it, UV Map it, create a new high poly mesh with details, create a texture put it all together and render the final model. After that i may rig it, but i'm not great at that so...meh...lol

I'll probably post my paramite soon if there are no more improvements to be done...
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  #27  
08-31-2010, 01:00 PM
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Last model is great, can't wait to see the texture!
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  #28  
08-31-2010, 06:33 PM
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Beautiful, But to be constructively Critisistic... (erm.. what?) I would say that a combination of 1.0's legs and 4.0's body would be nearly perfect, but keep the bent knees like 4.0
I think it would look perfect.
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  #29  
09-01-2010, 01:24 AM
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Man this is EPIC!!! do you reckon you could do a paramite
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  #30  
09-01-2010, 10:43 AM
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That's awesome!
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