Hey, this is looking cool.
I'd recommend more polys in the shoulders for deformation.
The fingers could do with fattening up a little (slap a Push modifier on them), to make them seem more babyish.
It seems odd to me that the torso of the centipede part is wider in the front view than the side - I was under the impression they were roughly tubular?
I kinda want to see you throw more polys at this in general... not sure why though. I think it's because it's in my nature to triangulate everything if it's going to be an in-game model, and use entirely quads if it's a high-poly mesh. What's your target polycount? I think it's fun if you select all the verts, hit Connect, then go around looking for places you could change the edge direction or amount of triangles in an area to represent the change in direction of the form with the least possible amount of polys.
I guess it's kinda like life drawing where you emphasise changes in direction, if you think of a quick harsh-edged sketch as an analogy for a low poly model.
Of course, quads are perfectly fine here. Just I'm seeing a sort of "grid" pattern to all the edges, which doesn't usually make me think "organic" ... more manufactured.
Eh, I'm rambling.
Looks good so far, keep it up.
After meeting you at GDC, i have to ask, was that head from one of your baby pictures? Something about that hair, that just makes it look like you. I dont know...
oh yeah looks good, but really needs to be higher poly, rite now it looks like something out of A.M.'s alice and wonderland, just more freaky.
Great concept, I really like the texture you gave the skin. And the face just rocks, very dark and sinister. The model doesn't give it justice. The head looks a bit thinner than in the concept. Maybe fatten it up a bit more? Can't wait to see him textured.
I would love to see the segemented body from the concept make it's way to the model. Sure, you could do it with textures, but it's just not the same. No idea what you target polycount is, but I think that you should at doing all 16 pairs of legs if you have the polys to spare.
here is some more work on it. i added a mouth, i'm not wanting to go too high-poly, i'm axious to get texturing. i made some changes that were mentioned here, thanks guys.
b1ll, my msn messenger is being a dumb christian. ill talk to you later though wiNner, my internet connection has been acting up ever since i brought my box back from a lan party. i think i have a virus, hmm..
I think the mesh's head is taller and skinnier then the concept, more like a mad scientist kinda look than the chubby/childish look I get from the concept. hmm Im not sure, could just be that the mesh is missing a skin to soften up its edges and make it seem more fleshy round. anyways wierd as usual kp, If U ever make a completly normal model like the sims... then you will start scaring me
Looks pretty good, i'de like to see some more texture and color in the flesh more like the concepts tho, the chest and arms look too smooth as it is now.
nice one. I like the face texture, though i would use a bit more contrast und ahrder color variation as you did on the concept.
I would also light up the cheeks abit. The forehead is incredibly light while the face itself is too dark.
i understand this is not finished,
but not saying what is still left to do,
ill just shoot out a few suggestions if you dont mind:
deeper values on the hands, let it be more prominant like the face a little.
predator pupils? ()
skin --> green insect transition isnt working to me. strong splatches of color, abrupt change, something more solid.
the "psychedelic" nature of his shells things is great, very nicely done, but i think a little too careful. i would make things pop out more, a lot more bald.
you've got all your own answers on how to bring up the texture properly right there in your concept material indication, especially the transition from carapace to skin, overall 'feel', color choices on the head... stick closer to the concept and this little bastard will be done in no time. but you knew that.
Real nice concept. You did a great job of rendering the mouth, which was my favorite part of the concept.
I'd like to see a fleshier transition between the skin and the carapace on the back, if that makes any sense. Maybe the skin could bubble out a bit like his lips.
Anyway, it looks like a lot of rigging ahead of you, heh.
the concept still has a somewhat grittier appeal to it, I'm looking more at the actual centipede part of the character which seems somewhat unfinished in comparison to the flesh part now. The colour and definition is all layed out but i think it could benefit from a bit of gritty/rough texture like in the concept.
Replies
I'd recommend more polys in the shoulders for deformation.
The fingers could do with fattening up a little (slap a Push modifier on them), to make them seem more babyish.
It seems odd to me that the torso of the centipede part is wider in the front view than the side - I was under the impression they were roughly tubular?
I kinda want to see you throw more polys at this in general... not sure why though. I think it's because it's in my nature to triangulate everything if it's going to be an in-game model, and use entirely quads if it's a high-poly mesh. What's your target polycount? I think it's fun if you select all the verts, hit Connect, then go around looking for places you could change the edge direction or amount of triangles in an area to represent the change in direction of the form with the least possible amount of polys.
I guess it's kinda like life drawing where you emphasise changes in direction, if you think of a quick harsh-edged sketch as an analogy for a low poly model.
Of course, quads are perfectly fine here. Just I'm seeing a sort of "grid" pattern to all the edges, which doesn't usually make me think "organic" ... more manufactured.
Eh, I'm rambling.
Looks good so far, keep it up.
MoP
oh yeah looks good, but really needs to be higher poly, rite now it looks like something out of A.M.'s alice and wonderland, just more freaky.
U model this before me, U FOOL!! AHAH
Nice dude, Dont listen to earthquake, ur model is getting prety close to what u have in mind.Im sure.
gimme a buzz on MSN, and Ill suggest u a few thingys I would change dudeee. But still YAY!
b1ll
b1ll
awesome concept. model isn't really standing out that much, but i'm sure once you get a texture on it'll really pop.
freaky, in current pose I get a vivid memory of the caterpillar in the Tool-Prison Sex vid when it wiggles it's legs.
Shud be fab if u get it textured up
*COUGH! COUGH!* whew! the DUST in this thread! *COUGH!!*
welp, i near finished this sucker tonight. need to clean up the textures and finish his teddy bear. fun concept.
nice one. I like the face texture, though i would use a bit more contrast und ahrder color variation as you did on the concept.
I would also light up the cheeks abit. The forehead is incredibly light while the face itself is too dark.
really nice
face colors = teh winz
i understand this is not finished,
but not saying what is still left to do,
ill just shoot out a few suggestions if you dont mind:
deeper values on the hands, let it be more prominant like the face a little.
predator pupils? ()
skin --> green insect transition isnt working to me. strong splatches of color, abrupt change, something more solid.
the "psychedelic" nature of his shells things is great, very nicely done, but i think a little too careful. i would make things pop out more, a lot more bald.
anyways, great stuff man.
I'd like to see a fleshier transition between the skin and the carapace on the back, if that makes any sense. Maybe the skin could bubble out a bit like his lips.
Anyway, it looks like a lot of rigging ahead of you, heh.