Re-making Zero

Posted by Akrid (1356 posts) -

This Week,

  I was pretty set on not doing a blog. I came to the conclusion that to really give my work that extra oomph , I think I need to bump up my research. I figure I was pretty successful with the guitar project because I'm well acquainted with the subject and I took extensive measurements. All my previous work reeks of amateur because I didn't put the time in to understand the objects and scene I was trying to replicate. I spent the week in pursuit of this research but the idea never materialized into anything, hence the expectation to have nothing to fill this blog with. But Sunday night I all of a sudden felt like modeling and out popped something that was fairly interesting!

Zero

I've started playing a bit of 999. From my first impressions it looks like it's going to be a fantastic game. Somehow it popped into my mind that I should model the main villain of the game, Zero. I'm not sure why, it's not like I found it particularly striking.

Expect the cloak to undergo some changes.
(Wireframe) I started this model just Sunday night. It probably took me about 4-5 hours total, as it's fairly simple. It's not a perfect likeness, and I still have some tweaks to do, but I'm happy with it. This is my first time working directly off of someone else's artwork (GB informs me that the art is [probably] done by Kinu Nishimura). I've tried to avoid doing so simply because I want to do my own thing and hand in a portfolio that I can be confident in saying it was all me. This is generally an impractical approach though. A modeler and an artist have to work together to make anything half decent. I am more or less neither at this point, but I hope to learn to become both. Working off of someone else's art for once was nice though, and it gave me a much better result in far less time then usual.

Anyways, it's amazing to me how accurate the drawing was perspective wise (The difference you see between mine and it are probably my fault), but it also astounds me how much bullshit is employed that doesn't set off alarms in our heads informing us that something is wrong with the image. First and foremost, where do all those straps and tubes go, and what purpose do they serve?! This is something I had to solve to a certain degree while modeling. The cloak also has a certain weightless simplicity that I'm frankly not sure how to approach. It's mostly comprised of texture as opposed to form.

It's going to be fun texturing and lighting this guy, since the image is very ambiguous shading-wise and relies on a possibly impossible lighting scheme. I'm going to try and recreate the painting as closely as possible in 3D, boat and everything. It should make for a very interesting challenge!

That's it! I'd appreciate comments and criticisms! It'd be great, for one, if you notified me of any differences between my model and the painting.
#1 Posted by Akrid (1356 posts) -

This Week,

  I was pretty set on not doing a blog. I came to the conclusion that to really give my work that extra oomph , I think I need to bump up my research. I figure I was pretty successful with the guitar project because I'm well acquainted with the subject and I took extensive measurements. All my previous work reeks of amateur because I didn't put the time in to understand the objects and scene I was trying to replicate. I spent the week in pursuit of this research but the idea never materialized into anything, hence the expectation to have nothing to fill this blog with. But Sunday night I all of a sudden felt like modeling and out popped something that was fairly interesting!

Zero

I've started playing a bit of 999. From my first impressions it looks like it's going to be a fantastic game. Somehow it popped into my mind that I should model the main villain of the game, Zero. I'm not sure why, it's not like I found it particularly striking.

Expect the cloak to undergo some changes.
(Wireframe) I started this model just Sunday night. It probably took me about 4-5 hours total, as it's fairly simple. It's not a perfect likeness, and I still have some tweaks to do, but I'm happy with it. This is my first time working directly off of someone else's artwork (GB informs me that the art is [probably] done by Kinu Nishimura). I've tried to avoid doing so simply because I want to do my own thing and hand in a portfolio that I can be confident in saying it was all me. This is generally an impractical approach though. A modeler and an artist have to work together to make anything half decent. I am more or less neither at this point, but I hope to learn to become both. Working off of someone else's art for once was nice though, and it gave me a much better result in far less time then usual.

Anyways, it's amazing to me how accurate the drawing was perspective wise (The difference you see between mine and it are probably my fault), but it also astounds me how much bullshit is employed that doesn't set off alarms in our heads informing us that something is wrong with the image. First and foremost, where do all those straps and tubes go, and what purpose do they serve?! This is something I had to solve to a certain degree while modeling. The cloak also has a certain weightless simplicity that I'm frankly not sure how to approach. It's mostly comprised of texture as opposed to form.

It's going to be fun texturing and lighting this guy, since the image is very ambiguous shading-wise and relies on a possibly impossible lighting scheme. I'm going to try and recreate the painting as closely as possible in 3D, boat and everything. It should make for a very interesting challenge!

That's it! I'd appreciate comments and criticisms! It'd be great, for one, if you notified me of any differences between my model and the painting.
#2 Posted by nintendoeats (5975 posts) -

Very cool, I really want to play this game. You are making me want to play it more.

You need to fix the eyes though. In the drawing he is clearly looking at you. In the render he looks like some inverse-cross-eyed bug monster. I do see what you mean about the cloak though. It's pretty weird.

#3 Posted by Akrid (1356 posts) -
@nintendoeats: You should, It's amazing! Though I can't say definitively since I'm only 2 hours in.

Good call on the eyes, I was chalking it up to perspective but it's not.
#4 Edited by nintendoeats (5975 posts) -

I think it's a simple matter of flattening the face out instead of making it perfectly round. That will also decrease the angle on the air filter, which should look a little better.

EDIT: now that I look at it again, the air filter is fine. Never mind about that.

#5 Posted by animateria (3252 posts) -

You know what it's lacking?


Evil.

Otherwise it looks pretty darn close to the image. 

Well aside from the top part of the circular mouth piece. It has a cut like it's meant to be two half circles attached to the center part. I blame it on the original illustrator though. It doesn't make a whole lotta sense. Well until it's one piece of sheet metal going all around the mouth piece or something. 





#6 Posted by FancySoapsMan (5813 posts) -

999 is a great game

#7 Edited by Akrid (1356 posts) -
@animateria: That's an excellent point! When I load on a bunch of gritty looking textures and light it I think it'll help make it more sinister, but it's looking kinda goofy as is. I'll try and fix it up.

I meant to put that in but I forgot about it somewhere along the line. It doesn't make much sense but it's a nice little incidental detail.

@nintendoeats: Well it's not perfectly round as it is, just curved.

I think I can fix the problem you're sensing with the air filter by giving it a tiny taper, as well as rotating the mask downwards.

@FancySoapsMan: Yes, yes it is.
#8 Posted by RenegadeSaint (1537 posts) -

It's a really great start. The cloak looks like it will be really tough so I'm interested to see where you take it. Keep up the good work!

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