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#26 - Cedric "Pretentious" McTavish - Jackablade

polycounter lvl 18
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Steve Schulze polycounter lvl 18
Concept is half done, I'll finish it off after work. Going for a snooty bard typed character. This may all fall in an ungainly heap so I've got a back up plan which might wind up being better anyway. We shall see.

EDIT:Concept is taking a bit longer than expected. Will hopefully get it done tonight.

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  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    Ok, had to rush this a bit because of got people bugging me about freelance crap, but you get the general idea. I'll add some more costume detail to the 3d version - pockets and tassels and trim and so forth.
    553.jpg
  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    Time for an update before bed.
    d3f.jpg
    Jawline isn't quite right yet. Getting there though. Currently sitting at 613 polys.
  • conte
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    conte polycounter lvl 18
    jackofblades, i love it=) Keep it up, buddy!
  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    Quick update, mostly to stop my thread falling off the bottom of the page.
    a84.jpg
    Hands are due for some modification and I might disband with the big cuffs all together or at least refine them significantly. I'm mostly happy with how the rest is coming along. 1787 Polys without the lute.

    Its going to be a rush to get this done, but I think I should make it. Barely.
  • Zwebbie
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    Zwebbie polycounter lvl 18
    Nice work, though it's a shame you don't have his collar modeled. And his feet look a bit awkward, pointing inwards.
  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    *Zoidberg voice* Hurray, people are paying attention to me.

    Collar is definitely on the way. The head is just sitting on the shoulders at the moment. I might experiment with a ruffled shirt too if I can spare the polys.

    As for the feet I was kinda aiming for a slightly awkward feeling hence the pigeon toes(is that the right term?). I may change that when I come to pose him though. We shall see.
  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    e85.jpg
    All done at 1983 polys. I switched the chair for an amp for him to put his foot up on. Should make for a slightly more interesting pose. I'll use my last few polys to add a cable from lute to amp if I don't find somewhere else that requires them while posing.

    EDIT:Oop, I forgot his feather. Screw the amp cable, this is much more important to the character design.
  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    All power to the 3D Paint tool I might just about be able to get this guy done to a degree thats submitable if not actually anywhere near finished. The deadline is US time, right?
    5b0.jpg
    Costume is far from complete at this stage. Lacework will be significantly worked on before submission for a start.
  • hawken
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    hawken polycounter lvl 19
    looking good buddy!

    (yeah I lock on tues morning, mon night in US time)
  • MoP
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    MoP polycounter lvl 18
    haha, this is awesome!
    keep it up, looking great jackablade. great concept and the execution is spot on so far. loads of character.
  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    Thanks guys. Looks like I've got another late night tonight.
  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    Ah well, I got as much done as I could.
    cd4.jpg
    cd4.jpg
    I'll finish off the texture properly once the comp is over and done with.

    On a side note, if anyone has a good way of getting a render/screen grab out of maya with both fullbright textures and alpha sorting working, I'd be grateful to hear it. I think the dodgy ambient setup I've got at the moment is pulling some of the detail out of my texture =/
  • fogmann
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    fogmann polycounter lvl 17
    You can increase ambient on your Lambert all the way up to white and lower the diffuse down to black. Also, to preserve texture details, you can set filtering to None in the topmost dropdown menu in your file texture attributes. For me the alpha didn't show in the viewport though, but it did render fine, unless I had its filtering turned on - then for some reason it wouldn't render. Alternatively, you could use Surface shader, which doesn't have ambient color and only shows texture as if self-illuminated.

    Anyways, you've got a very cool character in there.
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