I'm not really sure where i was going with this. Mostly for portfolio purposes i suppose. Its 9,270 tris. The modeling phase is pretty much done. I'll soon unwrap this thing and move on to texturing.
Heheh - thats really cool - love the exagerated proportions on the upper half.
However the lower half should be equally exagerated to keep some sense of balance and continuity I think. At least give him some bigger and wider feet to stop him from looking as if its going to tip over. At the moment it all sort of tapers down into nothingness.
I agree that it seems off balanced. If the bottom half was going to follow the theme of the top half then it would have longer lankier legs and bigger feet to go with it. I absoloutely love the top half however.
Very nice man, i like the off balancednes of it. The only thing i dont like is that if those legs are not going to be used to walk with then the real are would need to be a lot stronger. At the same time i wouldnt change it as it would loose its freaky factor.
Great mesh flow and character comming from the mesh, hope you can keep it up with the texture.
Very cool. Nicely built mesh, fun concept too.
I think the "big" hand is just way too big at the moment, if it was even 1/2 or 3/4 the size it is now it'd still have the same effect, but not look "wrong". With a forearm that thin, it looks like he'd break his own arm trying to lift that hand.
I don't think all those segments in the geosphere on his left wrist are really necessary either, given the overall polygon density. Nobody'll notice the difference if it has half the number of polys there.
Cool design though... I agree with some of the crits about the leg size too ... maybe just scale the hand down and the legs up a bit to make it look a bit more balanced, but still "weird".
I think this would look fantastic if the legs were even shorter and more withered - then (as previously said) it would waddle from arm to arm.....weird but fun.
Thanks guys
I planned to have this guy walk using his arms like Sebulba did while the legs would serve as arms. I hope that explains the underdeveloped legs. Either that or balance on one arm and skuttle along like Thing from the Addams Family:P I haven't gotten a chance to unwrap it yet. Stay tooned:D
Replies
However the lower half should be equally exagerated to keep some sense of balance and continuity I think. At least give him some bigger and wider feet to stop him from looking as if its going to tip over. At the moment it all sort of tapers down into nothingness.
Great mesh flow and character comming from the mesh, hope you can keep it up with the texture.
I think the "big" hand is just way too big at the moment, if it was even 1/2 or 3/4 the size it is now it'd still have the same effect, but not look "wrong". With a forearm that thin, it looks like he'd break his own arm trying to lift that hand.
I don't think all those segments in the geosphere on his left wrist are really necessary either, given the overall polygon density. Nobody'll notice the difference if it has half the number of polys there.
Cool design though... I agree with some of the crits about the leg size too ... maybe just scale the hand down and the legs up a bit to make it look a bit more balanced, but still "weird".
MoP
Wonderful mod, I wish you pleasure if you rig it, you'll need courage ^^
just kidding, looks great
I planned to have this guy walk using his arms like Sebulba did while the legs would serve as arms. I hope that explains the underdeveloped legs. Either that or balance on one arm and skuttle along like Thing from the Addams Family:P I haven't gotten a chance to unwrap it yet. Stay tooned:D
Would love to see a version with big ole feet. Maybe could be it's brother/sister or something.