I suppose it's about time I start posting some new stuff. I'm hoping starting a sketchbook will motivate me to produce more work in my free time.
Let's start this off with a loose translation of Dio's Holy Diver:
I finally got around to playing Bioshock (awesome game!), so it put me in the mood to make this. It's kind of a goofy project, but should be fun!
Edit: I should also mention that my goal for the project is to have a fully rigged and animated game-ready character. I'll probably be using a budget similar to a Dominance War competition or something, maybe a bit more since I've got the two characters.
Comments and crits are very welcome :poly124:
Replies
Thats hilarious man, I dig it. It's over the top and awesome though I think you could stand to pimp out the diver suit a bit more. Throw in some more of that vatican style embroiderment in the helmet and in the leather parts so he is really rocking that sort of regal holy look! If I had to critique anything else I would say maybe make the tiger bigger, cause your holy diver's toes are almost dragging. Can't wait to see you do with it.
For what it's worth, here's my blockout pass:
This was my first experiment trying a ZSpheres based workflow. I found them pretty easy to deal with, but making hands was a pain. Also, after a while I saw that dynamesh merged a bit of the diver's fingers together
Admittedly, I have an issue with using my reference correctly. Even though I always have it open on my other screen, I don't look at it as often as I should. It's an old habit of relying on what I think I know, and I really need to break it!
One other thing to note: I was showing this to a coworker, and he pointed out that the diver looks bulkier than in my concept. I will probably try to correct that bulk, even though I was thinking the suit contributed to some of that. Also, upon comparing this to my sketch, the tiger is a ton fatter and doesn't exhibit that feline slenderness. Much to fix!
Next I'll make some of the accessories, and I think I'll make a basic head to make sure it will fit in the helmet and give me some flexibility. At some point I'll be working with my animator friend to get a rig started so this guy can be animated when I'm through.
I had a hard time with retopoing the hands in Topogun. Gotta practice that I guess!
Here's a random high poly prop, will start working on the low poly after I post this:
First time using a cage to bake, and it seems to be off in some places. Also, need to correct the waviness on the trim areas. The color and spec textures are just to get an idea of where I'm headed.
I really like your model and the texture work so far,
but i would suggest to make the wood more used and dirty and overall darker.
I think that would push the end result a little more.
I hope this link helps.
Jessica: Very true. I think my thought process was that the prop could be flipped on end and duplicated around while appearing to have a unique texture. However, some parts definitely could have been the same. Something to think about for future work
In case it's not apparent, my theme is a futuristic Giant's Causeway. Should be fun to make!
Small tweaks to improve composition and balance between foreground, midground and background.
How will you go about making the level more "alive"? I see that you've added rain which adds a lot. Will there be motion in the water as well with splashing waves?
Cool stuff, I like the mixture of warm and cold colors.
Here's an update to my scene - the first blockout: