hey
So Im almost to the point where I can start an unwrap, but Id like some input for somethings because I feel like Im getting stale.
Ideas for:
A: some sort of asymmetrical flare,
B: something to stick on his back
Some pretty sweet stuff goes down in these boards and Im hoping to absorb the steeze.
and yes I said steeze.
heres to hoping I can finish this one-
Replies
I think a bit if id influence would work a treat on this guy, super exagerated anatomny on all the fleshy area's. Give him the beef
Wheres the BEEF?
good work so far!
- some kind of mechanics making up half his skull (instead of all bone)
- lopside his form (one side bigger, more built.. a prefered side for attack or defense)
- defensive / attacking attachments
as for the back:
- armor
- holstered shield / weapon
- vents
- some kind of hooking mechanism for him to latch onto a larger carrier machine
Totally awesome design!
i say just keep going with the very unusual material sense you've developed for the model so far. the upper arms and of course the lower spine could use some reinforcement, but i really love the mechanical bits and the legs.
am i reading it right when i take it to be almost wholly robotic but with a skeleton mixed in? anyhow, keep us updated.
maybe see what he looks like with bigger/longer finger knives?
awesome website btw
I guess this round it would be nice to know if it seems too busy, and also if it fits with the rhythm of it as opposed to just looking stuck on
thanks for the feedback it was actually really helpful.
spacemonkey: I guess Im going for sort of an skinny emaciated look, but I hope the new medical brace stuff adds a little beef. I guess its mor like ham tho ...ha
flaagan: Awesome input- it was just what I needed to get moving again on this. I really like the oversized arm idea, reminds me of those weird fiddler crabs you see, I worked this one into the ground though and I just couldnt get it to look right-
gauss: yep you nailed it, except Im trying to get some sort of odd, almost medical look to the machinery, because I need to break away from high-tech stuff
steady: hey thanks for being curious and checking out the site. I tried the long fingers before I posted the first round, and again I couldnt get it looking quite right so I settled with the stubby fingers instead.
rooster: after playing with it a bunch, yeah, not necessary. there will probably be some asymmetry in the texture for sure, like I plan to have the forarms all bandaged up towards the hand, but I think symmetry kind of forces a cult,satan type vibe. ...dunno, could be wrong
Here is a crappy paint over suggestion.
konstruct.. lookin cool, keep it up! Glad my input helped
any input would be greatly appreciated as I`m swimming in some unknown territory at this point.
go go go
Diff map done, just have to make the rest of the maps then into UE3 with it!
EarthQuake:
yeah I sorta was inspired by that game when I first sketched this up- the whole no feet thing n all.
spacemonkey:
Per128 :
thank for the input, its always nice to have multiple people say the same thing. It really helps hammer in whats wrong.
as for the cylindrical nature of the limbs, I`m going to try and play with some verts, but this model has been in the oven for WAY too long. I didn't want to backtrack that far. because I sorta want to get this done, haste makes waste, but free time projects suffer from that everynow and then-
also I realize this thing would have to be in constant motion if it were going to actually exist and not fall on its ass- but meh- I guess I`m going for a bit of a"weird"
vibe.
looking great keep the feet !
I agree with Tim, that you need to push the muscle silhouette shapes a bit more.
I say keep the feet, make the middle finger blades longer and tell the animation department he runs on all 4 limbs. Balance issued resolved.
also I decided to see what it looked like in ue3- Way more flat that I would have hoped wondering if anyone would know anything about making it pop a bit more from a presentation stand point?
In ue3 do you have the normal map set to the right compression? - it looks like it has no dpeth.
On the spec - green spec for red blood? no, at least not for me. I'd like to see a white/blue with a tight shine giving those bloody areas a slick feeling
Your spec colour is very flat in value - its not only representing colour! Its also what determines the specular value. Throw a constant into the spec colour channel and play with the value - or better still a vector parameter (I think that has rgb colour) and tweak the colour and value settings. I found that if I got stuck on spec related stuff I'd throw a constant into the spec power channel and a vector parameter into the spec colour slot of try to find values that work for each of the areas.
Once you get a good understanding of how you want the spec values to work, head back to photoshop and tweak things up.
Keep tweaking things, he's pretty close now
Love the character design.
also I havent really messed too much with spec color theory I have an understanding of how it works, but it seems like it can get kinda tricky.
I remeber seeing a tutorial a while back for a strogg character from quake 4, but I dont remeber where I had found it. does anyone have this book marked?
also if anyone else has any links on this subject it would be MUCH appreciated
.
taking off the post process effect is what made the biggest difference though. 50% desat was killing it.
spec tweaks made a huge difference
Love it. All that kind of models remind me of Magdalena ^^
worth the wait!