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Classic Cycloid Emperor Model  "I'm modelling a Cycloid Emperor that is more like the original."

User is offline   Tea Monster 

  • Polymancer

#1

I'm working on making a new model of the Cycloid Emperor. I'm making this to be as close a possible to the original model by Chuck Jones.

I'm making this as I always liked the design of the classic Cycloid Emperor. I have made a previous model of the Cycloid that was more a re-imagining of the Cycloid than a reproduction of Chuck Jones' original creation. This isn't made for a particular project or mod. I just wanted to make the Cycloid!

I'm re-posting the shots from the WAYWO thread so that people aren't dinking around the place trying to find stuff.

http://i.imgur.com/1kR1fvP.jpg

Very early sculpt of the head of the Cycloid in ZBrush.

http://i.imgur.com/kEgjtlq.jpg

Low poly versions of the sculpted body imported to Blender and hard-surface claws and armour built around them.

Feedback and ideas are welcome.

This post has been edited by Tea Monster: 29 September 2016 - 02:44 PM

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User is offline   Mark 

  • Polymer fanboy

#2

There are a number of obvious things to mention but since its an early WIP you more than likely will be addressing those things. I'll wait and see a little longer.
0

User is offline   TerminX 

  • el fundador

  #3

I like where you're going with it. Keep up the good work!
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#4

Needs to be more asymmetrical.

Maybe add some personality as I mentioned earlier it kinda looks like ernest borgnine already.

Bosses aren't scary or interesting if they lack character.
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User is offline   Tea Monster 

  • Polymancer

#5

Captain Massive - I agree with you, and he will have asymmetry, but at the moment, I'm just getting the basic forms right. Once that is done, then I can go in and start fine-tuning the facial features to give him some personality.

If you want an analogy, then as a sculptor, I'm at the point where I'm walking around the lump of clay, tearing bits off and throwing bits on to get the shape right. Getting the creases around the mouth right will come later.

Thanks Mark and TX!

One problem I have is that the model is created in a relaxed 'T' position, while the sprite is always hunkered down. I'll have to do some ad-hoc posing in Blender and check the size and shape of the head, chest and arms.

Also, the arms are strange. This is what I get when I created the arms over a picture of the sprite:

http://i.imgur.com/mcdtkko.jpg

It seems that there is a definite curve to the arms. It might just be the rotation of the model when the sprite was renderered.

Looking at this shot though, they seem to be more straight and mechanical in shape:

http://i.imgur.com/URMs9zX.jpg

I don't know if there were two Cycloid models or not - one for the sprites, and another one that was upgraded to make the publicity shots. It might just be that the sprites had more adjustment done to them, or maybe even it's just an optical illusion from how it's posed. I'll do some turning and comparing in Blender and see what comes up.
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User is offline   Daedolon 

  • Ancient Blood God

#6

The mid bottom teeth should point outward, not inward. Weird thing I just picked up, and it bothers me, but you wanted feedback :D

Other than that, it's a really great start!
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User is offline   Tea Monster 

  • Polymancer

#7

Yeah, it's all good. I'll check them out. Thanks!
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User is offline   Daedolon 

  • Ancient Blood God

#8

The curve is still there, btw. The pitch of the arm just somehow rolls the hand too. I guess you should align the pincers to the second image.
1

User is offline   Tea Monster 

  • Polymancer

#9

http://i.imgur.com/aLRAi5N.jpg

This is NOT the final textures and colours for the head. I've just chucked some colours on to double-check the likeness.

The head still looks weird on the body due to the posture differences.
5

User is offline   Tea Monster 

  • Polymancer

#10

http://i.imgur.com/hmKfsT7.jpg

The body is the right size and the head is the right size. Might need to work on the connection between the two.

Again, I'm just getting sizes and shapes correct before getting into fine detail.
5

#11

Untoothed cycloid look pretty happy. It seems to know that his metal pareo could fall at any moment... :whistling:
2

User is offline   MetHy 

#12

This looks nice and is a good job indeed, but yours look smoother, more curved, which makes him look more cute and less menacing. Maybe it's just a matter of polycount though, yours having more, I'm no expert, and like you said you haven't gone into final details yet.

This post has been edited by MetHy: 01 October 2016 - 04:43 AM

0

User is online   MusicallyInspired 

  • Buy Mage's Initiation!

#13

Texture plays a big part in that too, and as he pointed out, that's not final yet. Looks GREAT!
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User is offline   brullov 

  • BAZINGA!

#14

love zis!
0

User is offline   Tea Monster 

  • Polymancer

#15

Still getting forms and shapes correct.
Just to repeat, it's nowhere near done. There are no fine details and/or textures.

http://i.imgur.com/RoMBGnE.jpg
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User is offline   Tea Monster 

  • Polymancer

#16

I'm helping out with the Halloween episode, so no updates this month.
1

User is online   MusicallyInspired 

  • Buy Mage's Initiation!

#17

That's a good reason.
0

User is offline   Tea Monster 

  • Polymancer

#18

I was on a sculpting kick and decided to revisit this guy. Got the shape of the head pretty spot on.

Looking at the image of him on the screen saver, yeah, there are two cycloid models. At least two different heads. I'm not sure which one I prefer.

https://i.imgur.com/sxvWzZ1.jpg
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