looks pretty fuckin-a sect, only thing I'd change is the amount of rawflesh/blood on the arms as it seems rather too much, perhaps detailing in areas would really help rather than a flat blood texture.
[my] birds can't look foward without tilting their entire head, making them rather horrible fighters. this race of rather nasty stork-men rely on their fearsome appearence created by wearing large, intimidating armor to hide their rather rediculous proportions to dissuade anyone from engaging them. Should they actually have to fight, they wield a deadly cast-iron fire-poker guided by heightened senses and years of blind-training.
Most species with their eyes on the sides of their head have their FOVs overlap a bit in front of their head, they have depth perception in a very small area. I don't think a species that can't see what's in front of it (especially birds that cannot just turn their heads in midair if they want to see where they're going) would have made it through natural selection...
The head and hair is great, but her body is anatomicly slightly off (at least it looks a bit like it) and I really hate her outfit (well everything other than the jacket)
She's wearing the rite thing. Her shouldrs just need to have more of an angle on them. so bring them down or bring her head up wich ever makes her look better.
Lol i didnt think there would be such a fuss over this
thanks for the crits TGZ. I think the jacket is just too bulky around the shoulders, ill fix it.
graves - i really like it , the head is the best ive seen for a while. i would like to ssee a wireframe because there seems to be a slight issue where the legs meet the crotch. its missing some definition i think.
yep it probably needs more definition for animating
[/ QUOTE ]
she needs more definition around the pelvic reigion. Think bladder, pubic mound, hips, inner thigh. Without these features shes pretty flat in that area.
Hope this thread is good for this (especially the size of the images)..
Ok. WIP Concept Im still working on what it looks like and some of the techie stuff.
[ QUOTE ]
Physical Description: Medium sized land cannon which is basically a very slow tank. May move with wheels, legs, or by some sort of hovering mechanism. Heavily armored and very dangerous looking. Top has two (or four) side "rails" that the roamer can grab. Main weapon folds away.
Here is another earlier drawing that might help with what you arent seeing. (The big difference is the wings will now open to the back, and no tank treads (Thanks for Gauss's input). http://www.oxynary.com/wiki/database/uploads/ion_cannon.jpg
Well I didnt want to push the bug >too< much *besides then torturing both the animator and the coder with trying to program legs. Im already encountering some limitations with the Heavy roamers landing leg gear and collision with uneven landing surfaces (something the engine wasn't programmed for I have been told).
And suggestions on the mechanics? Like where should the flamethrower "hide" when in Cannon mode? How should I work the steering in? No steering, just 6wd where each wheel can spin at a different velocity? Or something so that lower front arm rotates?
somethin from a smallish UT level I'm doing...
dna strand rotates, text on the lil panels scrolls, glow from projectors is animated. (also created the floor texture), haven't textured the base for the projector yet.
Taking my time on this one. Havn't spent much time on him yet. Whats the best way to do highpoly chainmail? Ive seen some scripts for maya that turn splines into chainmail... anything similar for max?
hey n30... his arm's off! [/end python refs]
killer stuff ray, n30, and ibxl!
oxy.. no architecture, actually, the 'level' is 4 half circle rooms, connected by warp portals, each with a different theme (scifi, 'pouring', tiki, and drive).
Replies
ew: One of those shots is the front, but I assume you meant full body shot. so here he is.
razor: too much, you think? as in going too far up his arms? right now its just the base texture, I haven't detailed it at all.
quick metal texture thrown on his armor. thats the next part for me to tackle. I just finished the shirt-ish part. What do you guys think?
or magic. take your pick.
Etienne
other than that, it's accurate and true to the original work :P
I think he needs a girlfriend. One that slaps him whenever he portrays women that stupid.
[/ QUOTE ]Thats how the actual character is. Im sure he wanted to make an acurate model.
Winz!
u just wish dude HAR HAR!
win!
AHAHA
early wip, arms look too foiled atm
thanks for the crits TGZ. I think the jacket is just too bulky around the shoulders, ill fix it.
great work though.
yep it probably needs more definition for animating
Here's what I've been working on, the Imulsion gas pump from Gears of War, it will be my first normal mapped model:
yep it probably needs more definition for animating
[/ QUOTE ]
she needs more definition around the pelvic reigion. Think bladder, pubic mound, hips, inner thigh. Without these features shes pretty flat in that area.
Your recent stuff looks quite good!
Ok. WIP Concept Im still working on what it looks like and some of the techie stuff.
[ QUOTE ]
Physical Description: Medium sized land cannon which is basically a very slow tank. May move with wheels, legs, or by some sort of hovering mechanism. Heavily armored and very dangerous looking. Top has two (or four) side "rails" that the roamer can grab. Main weapon folds away.
Role: Defense against all types of vehicles
[/ QUOTE ]
More Information?
See the WIKI description:
http://www.oxynary.com/wiki/wiki.pl?TechSpec/IonCannon
Here is another earlier drawing that might help with what you arent seeing. (The big difference is the wings will now open to the back, and no tank treads (Thanks for Gauss's input).
http://www.oxynary.com/wiki/database/uploads/ion_cannon.jpg
Its going to be grabbed by this vehicle (already modeled/in game).
http://www.oxynary.com/wiki/wiki.pl?ArtSpec/HeavyRoamer
(Lastly artspec to show why it has the umm "unique" design
http://www.oxynary.com/wiki/wiki.pl?ArtSpec/Reference )
I like the design...i think it would look a little more in theme with heavy stylised legs tho.
Well I didnt want to push the bug >too< much *besides then torturing both the animator and the coder with trying to program legs. Im already encountering some limitations with the Heavy roamers landing leg gear and collision with uneven landing surfaces (something the engine wasn't programmed for I have been told).
And suggestions on the mechanics? Like where should the flamethrower "hide" when in Cannon mode? How should I work the steering in? No steering, just 6wd where each wheel can spin at a different velocity? Or something so that lower front arm rotates?
dna strand rotates, text on the lil panels scrolls, glow from projectors is animated. (also created the floor texture), haven't textured the base for the projector yet.
Taking my time on this one. Havn't spent much time on him yet. Whats the best way to do highpoly chainmail? Ive seen some scripts for maya that turn splines into chainmail... anything similar for max?
killer stuff ray, n30, and ibxl!
oxy.. no architecture, actually, the 'level' is 4 half circle rooms, connected by warp portals, each with a different theme (scifi, 'pouring', tiki, and drive).
Lowpoly = Fun
Wanted to try stripmodeling.