Hello folks.
Heres a cute little monster a friend and me did a couple of weeks back. I thought I would post it here. The picture is a print screen from the max view port. We used a custom made shader. The little fellow has one normal map, specular map, diffuse map, glowmap and a dds reflection map. It weight in at 3800 triangles. Maybe Ill figure out how to put it into doom one day, but for now the maxviewport will do.
You can download a walkcycle from
here if you are interested.
/Palm
Replies
PS: palm, I was talking about how I cant see shit in those screengrabs. They look like black squares.
Palm: nice model, allthough right now you're losing a lot of the present detail because of the monotonous texture. Perhaps some lighter grays to break it up, and some things like a more spotty texture? The "face" is also a bit ambiguous, i'm not sure what's going on there. It's just a bit too face-like not to be a face (i spot a nose, lips, etc...), and not facelike enough to er... you get the point, right?
Maybe some more angles would be nice as well.
Good work though, and nice use of the normalmap
As far my screen being too dark, maybe its just that I have to look at it all day, but leaving it this bright actually hurts my eyes after a while.
and aesir, retard , Do some art then complain, HAR!
b1ll
I like the design but the backlegs look a bit to much like from a muscley goat to me, wich looks a bit weird when you see the monster from the front.
The horns at the side also look a bit to soft and rounded to me, I would think rugged pointyer ones would also make him rougher.
The tail at the back also seems a bit, not agressive enough
The walkcycle is good but I think when he puts his weight on the frontlegs you should see it a bit more how much wait he is putting on them. They are connected to a balljoint with not alot of muscles. When a big body like that with so much weight puts pressure on them, they should really bend down further, faster and more agressive wich would enhance the fear of the beast. (aaaaaaaahhhh )
Other than that I love the thing. I like the color, sheme, clean modeling and cool idea.
you said you and your friend worked on it? what did each of you contribute to the final result?
the contrast of the energy veins works great, i personally like this design approach.
however! its starting to look old.. this lava style is getting too familiar and deserves more style to make it more unique. while it does honestly look nice, i think you could and even should push it further, elaborate it more. understanding he is internally flooded with this energy, it should deffinately be more evident superfacially. right now, i think it only works as eye candy.
for example: you can see through his lungs, like smaller veins glowing as he is breathing. anything that is not fleshy organic, like the spikes (?), the horse legs, the scales on the back, has a little glow to it; this will emphasise the contrast. you might also want to consider emenating the eyes as well, for a focal point, since they get a little lost in the darkness.
oh the tail is a nice kinky touch, i liked it
After seeing it in motion though, it looks pretty sweet.
The animation is good, though there is A LOT to do to make it better. Some asymetrical movement and more excessive weight on the moves.
Anyway, the render is too dark. Remember, Dark charcters on light grey ground, lighter characters on dark grey
Any Chance to make this script public?
Aesir. I know the pics are really dark, but not that dark. Maybe you should calibrate your monitor.
I know I could do a lot more on the texture, working with normalmaps is kind of new to me, Im going to need a few more tries before I get happy with the chars. However, I tried to work as much as possible on the reflection maps etc to get as much as interaction in the texture as possible, hmm, you know what I mean.=). Im going to try a more classical approach on my next attempt.
My friend did the concepts and modelling as well as the shader, and I did mapping and texturing. We tried to get a warhammer and hr giger feel to it. Thats why he doesnt have any eyes.=) The lava veins where more a result of playing around with a glowmap. Werent meant to be there but we kept it since it looked kind of cool.
And maybe I can post the shader for download, maybe. Ill se about that later.
Normalmapped stuff looks so much cooler when moving around, anyways, here is another screen.
/Palm
Keep making cool stuff!
When watching the walk cycle video, it seems as though this creature was designed with only the side profile in mind. From the fron the creature is kinda boring, if you pause it as the camera swings to the front you'll notice that the countour is pretty straight from the head to the feet. The hips should buldge out more, as if there's actual meat and bones under this skin, the stomach and other areas could actually use more overall shape.
The animation is a bit bothersome as well, I think you have the general motion down but there's a lot of quick snapping going on, and on multiple joints. The feet hit the ground at the same time as the front arms and this also happens at the same time as the tail switctching swing directions, This is a very bad thing! It makes the movement of this animal look very static and mechanical, you should offset these movements from each other and it would also help to research how four legged animals walk, there's actually a few different types of strides.
This beast has a lot of potential but it can be pushed a lot further. Keep up the good work and I hope you continue to improve this.
I think he really is nice looking, but looks a bit hollow. I can't see any real evidence he is made up of multiple materials. He seems a hard shell that bends, which might be what you were going for, but some wrinkly softer bits, or some hard deep crevaces could go a long way methinks.
Great job on the specular.