Still blocking out Croc Holiday. Head shape is awesome but a bit challenging to translate into the round. Still not happy with the thick/thin transitions of the main body. I'm sure I'll keep tweaking as I go. Right now my focus is the head.
Updates on Slim. Still got a decent bit of stuff to finish and then optimize, but should be good to finish up the model and UVs this week, and start texturing over the weekend.
Our modeling philosophy has essentially been to model out the large and medium details so they catch light nicely. Even though we're not doing normal maps, we still want things to pop and have thickness.
@ Nik : New concepts look killer. ALL of those plants are great. I especially dig 3 and 4
@ BDub : Croc Holiday is looking RADTASTIC! Is he still going to have an open vest? closed looks cool but open is even........ ahhh......... more better
@ Jason Young : Great progress on Slim. I am really looking forward to seeing him with textures.
Duncan you just made me realize that we never uploaded the latest version of Croc's concept...So here it is! We're going with A. since it doesnt break the nice S curve that his body makes.
Also an early concept of the Fuzz. Still needs a lot of tweaking. We're thinking of going full robot not a whole lot of wild west clothing to separate him/them from the gang.
Ok, after the competition is over, who's going to make these assets into a playable game..? I am in love with each of these characters in only a slightly sexual way.
Model is basically done at this point. I'm going to UV tomorrow and Wednesday, tweak the geo, clean stuff up, optimize, and then start texturing on Thursday. Hoping to get stuff blocked out so I can hit the textures hard this weekend. One of the nice things about not dealing with baking down a highpoly is I can adjust things as I go with texturing. I'll be painting everything in 3dcoat, so it's a nice organic/iterative process. Just threw some basic colors onto the mesh to get an idea of how it's looking together.
So I think I'm done with the Croc's model, though I would really like to give him a shotgun for his lower hands and put pistols in the upper ones. I also think he need some detail on his back. Perhaps a little filter apparatus with a hose going to the little canister - something, it looks too bare.
Whoa...lovely robo-sherif concept. Lots of nice touches, its got the right amount of ol' western vs future scifi. I don't know if its the shift to 3D but he doesn't look quite as tall.
You guys defiantly have the best team avatars. Bears + Astronauts. Your winning. :thumbup:
To give some scale perspective, Burnside Slim is roughly around the 7-7.5 feet height range. The robot police are close to his height as to still have a bit of an imposing stature when the characters are together. Croc Holiday of course is shorter in stature. There should be some screens shortly with pieces in more of the composed scene. Thanks for all the kind words, it is a fun project.
Looks awesome Chris! We may still need to play around a bit with size relationship between slim and the coach but we can fiddle with that once we start getting the scene together. Hopefully you and nik will be able to get the environment planned out this week. I'll be done with slim and move onto plants next week and possibly rigging.
When people tend to deviate from "realistic" characters/environments/creatures/etc that's when I feel like a person's true artistic nature and imagination shines through. I love what you have done so far, best of luck.
Thanks guys! Textures on this dude are still in progress. Still have a decent bit of color work to do, spec is just a placeholder right now to get an idea of how they're working together. This is a lit shot in 3dCoat. I'll post up an unlit version as well once I'm further along.
From the picture you just posted it seems like the hands are actually bigger than the shoes, but that could be just the style you are going for or the way the screenshot was taken.
Can you do a untextured render showing the triangle if it does not take up too much of your time?
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Loving the plants, Nik - especially the hanging one.
Our modeling philosophy has essentially been to model out the large and medium details so they catch light nicely. Even though we're not doing normal maps, we still want things to pop and have thickness.
I can't wait to see more!
@ Nik : New concepts look killer. ALL of those plants are great. I especially dig 3 and 4
@ BDub : Croc Holiday is looking RADTASTIC! Is he still going to have an open vest? closed looks cool but open is even........ ahhh......... more better
@ Jason Young : Great progress on Slim. I am really looking forward to seeing him with textures.
Really keen to see some more guys.
Duncan you just made me realize that we never uploaded the latest version of Croc's concept...So here it is! We're going with A. since it doesnt break the nice S curve that his body makes.
Also an early concept of the Fuzz. Still needs a lot of tweaking. We're thinking of going full robot not a whole lot of wild west clothing to separate him/them from the gang.
agreed, It does look better and I really dig the sleeves too.
Love the fuzz.
Bravo.
Justin will be missed.
Good news, though, is we have a replacement. remix(Frank Torrealba) has joined the team and we'll continue on!
I really dig the badge on his shoulder piece. Really nice touch
Oh, they had better.
Not too much to show on Slim's front, just roughing out some textures.
You guys defiantly have the best team avatars. Bears + Astronauts. Your winning. :thumbup:
Can you do a untextured render showing the triangle if it does not take up too much of your time?
Love it!
That skybox draft is looking great A lot of great stuff you could do with that atmosphere.
Keep it up, guys!