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Lego Sir Daniel Fortesque

polycounter lvl 12
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CactusFantastico polycounter lvl 12
Hey folks! I'm going to apply for a junior position at TT Games as a character artist and I wanted to make a Lego version of a character before I apply to increase my chances haha

Thus I have decided (after playing it a lot recently) That I would make a Lego version of the star of the classic PS1 game Medievil, Sir Daniel Fortesque.

Here are some images encase you have not played the game (you should, it's awesome :P)

237218-sdf_large.jpg

medievila5ba.jpg

Medievil_2_01_1600x1200.jpg


And now here is what i have so far untextured:

bMv5n.png

sIKwG.png

One thing I am concerned about is the fact that all together, he is 2764 tris and I'm wondering if that is too much? I could easily reduce it by removing all the bevels but at the same time I know that most characters for games are at least like 6k tris.

Also don't worry I'm adding loops to the arms now to help with deformation.

Soon I will start the texturing and create a Lego Dan :P
Thank you for having a look.

Replies

  • BertR
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    BertR polycounter lvl 7
    I'd definitely remove the bevels and make smoother edges via normals. Though it's a fact that current / next gen characters use way more tri's doesn't mean that a high tri-count should be your goal. It's about efficiency ^^

    Model looks good so far, only the shield looks like it has a smoothing error. Like the concept, watching this thread!
  • oobersli
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    oobersli polycounter lvl 17
    i would have dropped the teeth geo and put it in the face texture instead. The shoulder pads should fit over the shoulders and under the head like most lego capes and other attachments.


    Like So
    also seems like the neck it too long. you might think of putting the sleeves into the texture too instead of modeling them.
  • praetus
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    praetus interpolator
    As a lego character it is a good start but they're right. there is no need for those bevels at all. The are so small that in a game setting they would not be seen.

    Not to rain on your parade though but if you're going to apply for a position at Telltale, especially as a character artist, I would recommend making something more in line with the games they create. Or at the very least a more humanoid character as opposed to something that is lego bricks. If you just want to make this by all means go ahead, but this is not something that shows off the skills of a character modeler to me at least.
  • Laze
    Haha I remember this back int day, I do have to agree with some points that have been made. The teeth geo looks weird, I mean I can understand the thinking as his teeth are a pretty bit part of what makes the character unique. It's a big selling point on his part. But then you have the fact that it's supposed to be made of lego, so I guess you should do the teeth on the face texture.

    I also agree with Praetus saying that you're not really showing off your skills as a character artist. Maybe consider doing a next gen version of him or something.

    But honestly before reading on of the comments I was properly excited about seeing a lego version of him xD. I remember playing this shit on the PS1 demo disc you got with the console, nostalgia.
  • CactusFantastico
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    CactusFantastico polycounter lvl 12
    Thanks for the advice everyone, I think its time for a overhaul with the model. I'll stick to the more traditional Lego template and work with what's there as well as obviously removing all the unnecessary bevels. Also I have also noticed that smoothing error so I'll deffo have to change.

    Also Praetus, I meant Travellers Tales who make games like Lego Star Wars and Lego Lord of the Rings, but I can see where you where mistaken haha
  • praetus
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    praetus interpolator
    hahaha, oh man yeah. I've been seeing so much stuff for Telltale lately that's where my mind went immediately. Also in regards to smoothing groups, this is a personal preference but I don't even apply them until I am close to finishing the model. I tend to remove them so I can see the exact poly flow without conflicting groups or errors. Like I said, personal preference.
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