3D Kaiju

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3D Kaiju

Postby Rc2000 » Wed Jul 30, 2003 11:47 am

Here's Godzilla, King Ghidorah, Rodan and Anguilas done in Carrara Studio 2.

I'm thinking of making changes to Godzilla maybe. King Ghidorah still needs some texturing done, but it's pretty much finished.
Rodan and Anguilas still need a good bit of work though. I'm doing Rodan more like a Pteranodon is some ways and the Anguilas design is based on the unused one for GMK.

Rc

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Postby Emperor Kedzuel » Wed Jul 30, 2003 2:54 pm

Okay, so now you're tackling Rodan and Angilus? Oh, the unused Angilus from GMK. Sweet. Looks great, Ralph!
It's my opinion and I'm sticking to it!

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Postby Biohazard85 » Wed Jul 30, 2003 5:28 pm

They're all great, even though Anguris and Rodan aren't completely finished, but the Ghidorah one is just inspiring.
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Postby CyHunter » Sat Aug 02, 2003 1:00 pm

Yeah...Ghidorah is awesome, definitely a great design. Wish Toho used it. Goji's looking a bit to...happy. He needs to look more pissed. Good luck on the others! Wish I could do that...
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Postby Rexrapptor » Sat Aug 09, 2003 10:43 am

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Postby Rc2000 » Sat Aug 09, 2003 11:37 am

I'm seriously thinking of redoing Godzilla. I've been working on another version of it.
The one Anguilas I did a while back was done in Ray Dream. It was made of a bunch of different parts. In Carrara, I can make it more organic looking and better. I hope. (grin)

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Postby Battra92 » Mon Aug 11, 2003 10:37 am

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Postby KingDanZilla » Wed Aug 13, 2003 4:59 pm

That is some really nice work RC. King Ghidorah is just awesome though....those faces look really evil. Keep it up, can't wait to see Rodan and Anguirus when they're done!

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Postby Shonokin » Wed Aug 13, 2003 7:36 pm

Those are all looking great Rc. Nice to see the new Rodan and some texture work on KG. You gonna animate these someday? Keep up the awesome work!
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Postby Rc2000 » Thu Aug 14, 2003 7:34 pm

Thanks. I've been busy with some other projects and haven't had too much time to do more on these.
I'm happy with how KG turned out, but the other 3, hmmm, they still need work.
I tried a test of animating KG's wing, but that's as far as I got. The rigging for the wings, heads, tails, and legs is way too complex. I think I had at the least 60 different 'bones' or joints in KG's body and that's a nightmare to add to the model and assign influences and constraints. I'm trying to come up with a simpler rigging that wont be too hard to animate.

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Postby Matolen » Sat Aug 16, 2003 11:08 am

Rc,

Can you tell us a little bit more about Carrera Studio and its learning curve and how you actually go about doing 3D builds (layman here). Its fascinating. KG looks very good; I prefer a nastier G (always have).

Thanks!
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Postby Shonokin » Sun Aug 17, 2003 2:58 pm

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Postby Rc2000 » Sun Aug 17, 2003 9:06 pm

Shonokin, I still don't know if I'm gonna try animating these yet. But big thanks for the encouragement.

Matolen, thanks for the compliment. First off, here's the link to the Carrara site where you can find out more about the program and pricing.
Carrara is very affordable compared to the other higher end 3D programs. That's one reason I got it. No way I could afford Maya or something like that. But Carrara has features that you can use to do some great stuff. These things I've done are pretty basic compared to some things I've seen people do in Carrara.
I'm using Carrara Studio 2. There's a newer version out that has many new and better features.



If you're not familiar with modeling in 3D, it can be a bit hard to learn. But it's well worth it when you can get the hang of it.
Carrara has several different modelers you can use to make things. I use the vertex modeler. Ever see a wireframe of something that's 3D? A lot of that is vertex modeling.
Basically, you use dots (vertices) and lines (which make up polylines) to do your sculpting. Sorta like using Illustrater, but in 3 dimensions. Polylines can be used to make polygons. Carrara gives you 4 different views to see at one time so you can work on a model from all sides.
Here's something I've been playing around with. This is in the vertex modeler. You can see the vertices and lines and how they form polygons. I try to keep the polygons with no more than 4 sides. I started this from half a cylinder with several rows of polygons. I moved, added more vertices and polygons, and extruded from the original half cylinder shape to get this.
I know this looks a bit odd, but it's what they call a 'flat' view of the model. I like it at times because I can see angles of the polygons better and get a good idea of the shape better. There's also another view you can use that's a lot smoother than this and is silver colored. Sometimes I switch back and forth between the two.
The vertices and lines act like a frame that the 'skin' of the model is supported by.
The other picture shows what the model looks like outside the vertice modeler. I only have color on this. There's no texture map. You can see that the skin doesn't really look as blocky as the flat preview. This is an unrendered view. A rendered view would look different because it would show you what the model looks like with lighting, shadows, the real color, and other things.

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Instead of modeling the whole creature or whatever, I model half of it, like you see in the first picture. In the Assembly Room, I made a mirrored duplicate of the original and line them up together. When I'm in the vertice modeler working on the half body, there's a 5th window that I can see the 2 halves in the Assembly Room. As I work on the half body, the mirrored half updates.
The eyes and claws are seperate vertice objects.
On a finished model, I delete the other half and in the vertex modeler, I make another mirrored duplicate, line them up, and weld the edge vertices together to make a solid, one piece body.
Then I make screen captures of the model and use those to paint my color and texture maps in Photoshop. On Godzilla and King Ghidorah, you can see how these work when added to a model.
Thing is, I had to split Godzilla up into several parts and apply different texture maps to the front and the arms. Carrara 2 has a bit of a problem wrapping texture maps around parts of something as complex as Godzilla. Then again, I still have a lot to learn about texture mapping. (grin) But from what I've heard, Carrara 3 has a much improved texture mapping ability. As soon as I can afford it, I'm definatley upgrading.
King Ghidorah was a real problem to model at first, but not as hard as it might look though. I made a half body that stopped at the necks and made a dupe of it. Then I made a half neck and head. I made dupes of that to make the other necks and heads. The wing is also seperate, with a mirrored dupe. So I ended up working only on a half body, one half neck and head, and one wing. As I worked, all the dupes updated. Now that really saved a ton of extra work.
I have a head tutorial that I've been playing around with at my M4U forum that has a good bit about the tools in Carrara and one way I made a head. It's not finished, but it might give you an idea of one way you can model in Carrara.
Hope all this helps. I'm just an ametuer at this. I'm sure Shonokin would be a lot better at explaning this stuff.



Kedz and I also have some of our 3D and animating here---



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Postby Matolen » Mon Aug 18, 2003 11:50 pm

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Postby Dynamo Robo » Mon Aug 18, 2003 11:56 pm

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Postby Shonokin » Tue Aug 19, 2003 10:53 am

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Postby Matolen » Tue Aug 19, 2003 2:53 pm

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Postby Rc2000 » Tue Aug 19, 2003 7:18 pm

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Postby Shonokin » Tue Aug 19, 2003 7:34 pm

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Postby Rc2000 » Tue May 25, 2004 11:55 pm

And from the depths of the musty, dusty art studio cellar, Rc drags out this topic. :P

Here's an update on Anguilas. still needs work, but I think I'm getting close to what I want to do with him. Making him more like an ankylosaur.

Rc

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Postby mechakira » Thu May 27, 2004 4:28 pm

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Postby Rc2000 » Thu May 27, 2004 10:06 pm

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Postby mechakira » Fri May 28, 2004 10:09 pm

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Postby Rc2000 » Sat May 29, 2004 11:16 am

Gotcha. Rendering can consume a lot in a computer at times. MechaGamera looks pretty good.

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