Hi, I thought I would post my work here to get some much needed advice. I am working on creating a scene with a Paladin as the hero and a captured Angel. Death will be her master.
I just need advice for the models as they come out. As for the concepts themselves, I won't have time to fix them. (although, it would still be interesting to hear your comments so that maybe I can fix them sometime in the future)
Here's the main idea:
And here is the concept for the Paladin:
Many Thanks:)
_FreD_
Replies
I just started working on Death, I'll have him up in a while.
_FreD_
edit: whoa that was quick! . Awesome
Now let's just hope this isn't D&D or he'd be dead in no time with an AC of 50...
I'm gonna go with rockstars suggestion to pose the knight for texturing time. I think he looks a bit rigid as well, and a dynamic pose could help you infuse some of his attitude while texturing.
Now let's just hope this isn't D&D or he'd be dead in no time with an AC of 50...
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only if you are still playing by second edition rules. 3rd and 3.5 edition rules start your AC at 10 and go up from there. so with an AC of 50 someone would have to get a total of 50 on their attack roll to hit him
Actually, I am pretty far with the Angel already, but it is stuck in transit between work and home (I shouldn't have done it at work argh!). Hopefully, things will clear up soon and I'll be able to post it.
My deadline for this is the 18th of May. I have to finish 3 characters and one large environment. So, nope, there will be no rigging until the very end. Unfortunatly, I only have time to do it once, so it is going to have to count. Hopefully, the characters will all work out fine, but, I am having doubts with the Paladin. I will keep playing around with him to see if I can make the proportions more soothing to the eyes.
Many thanks for the crits thus far. I'll be sure to make him as dynamic as the concept:)
ghost_rider --> Master and Servant contest... I don't know what you are talking about, I never heard of it:p
Jerome --> More hair you say? Ok, will do, many thanks!
Bradfordart --> Rigging? Impossible! I will have to take my best guess and cross my fingers it works. Otherwise, I am glad you like it!
mr_Rockstar --> Dynamic you say? Then Dynamic it shall become! I will keep playing with him until it hurts and my mind and I can't take it anymore (hopefully, it will get better before the very end... hehe). Thanks dude!
KDR_11k --> No comment... Obviously you did not play 3rd ed yet. Put your head down in shame dude hehe. But, I was just fooling around with the text anyways, so I just wrote anything..
Asherr --> Yes, by 3rd ed rules, he would be a monster! AC 50 is really hard to hit.... I miss DnD, such good memories ahhhh
poopinmymouth --> I wish I had time, but rigging him now would be impossible. I'll keep correcting his proportions before and during texturing and hopefully, by the time I get to the rigging, he will be up and ready to go! Otherwise, thanks for confirming something is wrong with him. I too think he is a bit... boring and wrong at the moment. I'll keep playing around with it.
n30g3n3s1s --> Ok, I will try the changes you suggested, many many thanks!
_FreD_
By exemple :
I think that if you are looking for some great background atmospheres , you should take a look @ http://www.dorianart.com
Anyway, you have a great style, and I really love the paladin (like all of us )
as for the proportions, i dont think the waist is too low at all, in fact the waist/ass looks like its too high. In that pose he is in, the elbows should come in line *about* with the lower extent of the ribcage (give or take 1-2 ribs), with the waist meeting up with the arms about halfway through the forarm. Judging proportion and anatomy is a lot easier when you do it by comparassion, and helps make for a stronger form. Even when it comes to stylization (which is a wonderful thing), keeping somewhat accurate body "distribution" will help the overall shape.
you've got some cool shapes going on there, tweak up those proportions, solidify them, and this will be a bangin mesh.
It's been a while without seen your work around
I think the problem with the model is that it doesnt realy read weel. There is some area where I would have place polys and some less.
I realy like the massive shoulders, thats cool, But they do not stand out well with the long and legs and the the high waist.
Like moose said, Its cool stuff, Just solidify it man.
b1ll
Although not much, I just thought I would post it to show my progress...
Moose and B1ll --> I certainly agree with you, it doesn't stand out well at the moment. Thanks for confirming my doubts. I always get amazed how the smallest changes can make such a big difference. I'll keep pushing and pulling until it just... pops and I know it's finally right:) Thanks you two!
Vitor --> Hey you! I know, I haven't posted much recently. I took a small... uhmm, brake from art, but I am glad to see that you are still around. I haven't been much to 3dtotal these days. Things have really changed there.. for the better I am sure. Nice to see you again:)
_FreD_
- loose the back hump to make it look more pround like in the concept.
- Lengthen the arms...alot. This will help show that he has no legs.
- make arms more narrow to make it look like there is only a bone structure underneath
- and make scythe rounder
Now that everything is in the model, it will take no time to tweak it some more:)
If anyone ever has any further suggestions during my updates, let me know ok?
Ciao for now!
_FreD_
Definitely lose Death's hump. I also have one suggestion for you about Death's hood. I made a costume hood for myself years ago, and I came to see how the top edge of it forms a peak and hangs over the shadowed face, giving that extra-sinister appearance. Your flat-peaked hood seems to imply that Death has a forehead shaped like the edge of a brick, as opposed to a skull as you might expect. I would suggest that you try making the hood peaked, and see if it adds to the threatening appearance.
Good Luck!
/jzero
a little sugestion for the face area, perhaps have some swirling smokey bits in the hood of the cape, would look sweet with alphas..
Cuban_pete --> For now, I am just going to leave his insides entirely black, however, I imaging I am going to try and put some black auras/smoke around his entire body when I am finished with him.
Jzero --> The 'edge of a brick' comment made me laugh. Ok ok, I changed it hehe Thanks dude!
_FreD_
although the pic seems a bit pixelly
is it possible to take a look at your texture sheet?
KdS --> Ok, I included a 512 version of my texture sheet for ya:) The 1024 I think is too big for the web.
Next up... Angel!!
_FreD_
Quite possibly the best work I have seen on Polycount. I'll let someone else find possible flaws because I sure as hell can't.
Only thing I'm not sure of is the way the cowl peaks at the top of the head - just looks weird and unexplained. Looks like there should be horns holding up those folds, but there's nothing there.
Beautiful concepting, modelling and texturing work though. Most impressive.
Cubik --> Thanks dude, I am glad you like it!
Cholden --> I could make it a little clearer on the arms so that it looks more like it's rapped, but, I can't change the entire base texture for now. But, I'll consider your suggestion for after my deadline. Thanks!
_FreD_
I love the texture of the robe. Such a great balance between the folds and dirt.
Texture look nice, but u cant see the different elements well, Unless u cross ur eyes and turn ur head to the side while standing on 1 leg Ya know
Try sharper highlight, backlight anything to make thoses details POP without confusion..
b1ll
dig it! i agree with bill, the cloth does kind of meld together. i kind of like it though, creates a nice feeling of chaos in the cloth. My only crit would be that the pieces that arent cloth dont stand off well, since the values and hues are very similar. My guess would be that the scythe would be much more visibile in motion and with fx, but it could use some extra color to really pop it off as a 'weapon' instead of an extension of the bone arm (which could be badass!). the design of the scythe hilt rules.
the skele hand could pop a bit more, soul had some interesting comparrasions in his samurai thread about bone color and the overall feel of the mesh/texture, maybe worth glancing at.
dig it though, cant wait to see that angel!
I think the robes are fine, overall. It work so imo don't fix it if its not broken. A soft, warm "inside glow" would be rad though..
About Death, your suggestions have certainly been noticed. I will try them out soon. Many thanks guys!
_FreD_
awesome work
Lots of character.
Cheers
/Palm
good job
The rest is just gorgeous. Really nice work.