Ken for teh win!
Should have a concept by the weekend.
I hate placeholder posts, but I know if I don't make one I'll get too slack and let this comp slide.
LOL Gav! I was actually going to post that exact image for my placeholder!
Well here's a quick speed paint I did at work during my lunch break. I'm going for a very dark/demonic Ken. I'm giving him a firey arm to push the idea of his trademark flaming Shoryuken ability.
I'm going to give him darker skin overall and extremely long white/blonde hair, because I always liked Ken's lengthy hair from the SF Alpha series.
I'll chunk him up a bit as well when it comes to the model (or final concept). He is definatly going to have BIG FEET!
C&C most welcome or any suggestions you may have to push my concept further. I'll most likely be doing a proper shaded concept to finalise my idea, but I wanted to make a start to show people my direction.
Just knocked up a quick base mesh during my lunch break at work. There isn't much time left for this comp, so I'm not too sure whether I'll be going the normal map path. I'll see how I go after work tonight. But I'll have to kill off that one single tri in the hand before I can do so.
C&C welcome.
Small update, I really need to dedicate some more time on this entry. I'm basically just throwing in 15mins here and there while on my lunch break at work. Need to do more stuff at home.
I decided against using normal maps, maybe after the comp is done I might go back and do it. But at this stage I just want to actually finish the model!
Crits on loops and and anatomy are more than welcome. I'm pretty nub on the whole muscle flow stuff. So paintovers for edge flow would be cool.
Still very WIP.
His feet are waay to big, and the heads a bit small, maby the feet can be bigg from all that kicking, but atleast proportion the head to the hands, and i dont see his head flowin into neck, it just kinda seems to be poped on there
kiril0t,from what i can see he didn't make the neck yet. caseyjones;i really like the polyflow of the head. Perhaps his head is a bit to long,or at least the eyes to chin part.i assume this is just a base model yet,if not you could add more detail.i'll keep my eye on this thread for updates
kiril0t: Yeah, his feet are over proportioned. I've just been modelling bits and pieces here and there and just slapping them onto the same file, so there will be some re-proportioning once I get closer to finishing the model.
Like movento mentioned, I havn't actually made the neck. I'm just trying to get the face to look right first and get the upper body poly flow right before I connect it all.
Thanks for the comments.
movento: Thanks dude! The face has been bothering me his whole time and I had no idea what was wrong with it. Now that you spotted it out it's definately too long.
The whole model was initially going to be a base mesh for sculpting, thus the lack of detail yet. But now that I've decided against it I'm just going to hack the shit out of it.
Thanks for the comments dude.
This is just a quickie but it points out some problem areas. For a martial arts expert he's pretty skinny, add tons of bulk. His face needs to be shortened and made to look more Japanese. Give it more definition, make the features 'pop' more so it's not just a flat plane. Cheekbones out, cheeks in, and detail that nose.
I don't think its entirely necessary to make him Mr Universe. Kung fu tends to make your muscles ropy rather than bulky. Take Bruce Lee for a good example:
You really just need to define the forms some more.
Sure, it's just that Ken is typically depicted as being overtly muscular. Skinny Ken would be a perfectly acceptable revision, but then you've got to make sure he still looks like Ken.
timothyd: Thanks for the paintover dude but its funny because the paintover looks a little like your Ken character. I will give him more muscle definition soon, Really similar to the Shoryuken pic you in your last post. I drew a lot of inspiration form that picture.
I was just working on the face during lunch and got it looking more like a sketch a did on the train ride home last night (I'll probably scan it in tonight). Still needs a bit more work to define a few areas, but I think most of it can be solved with the texture anyway.
The chin may look too long, but its a goatie. I also did the base hair mesh, I decided to go with the hair Ken had in the SF Alpha series.
Jaco: I'll squish it down to see if it improves the shape, thanks for the comment.
Here's another quick update. I just havn't had the time to work on this that much, but I know I'll definately finish it eventually.
Did some work on the upper body. The mesh flow is looking like shit at the moment. Getting the rough shape then will work on getting the flow right.
I'm still a long way off from completion, but any crits on anatomy/muscle group faults would be appreciated.
Replies
he's really let himself go.....:)
Well here's a quick speed paint I did at work during my lunch break. I'm going for a very dark/demonic Ken. I'm giving him a firey arm to push the idea of his trademark flaming Shoryuken ability.
I'm going to give him darker skin overall and extremely long white/blonde hair, because I always liked Ken's lengthy hair from the SF Alpha series.
I'll chunk him up a bit as well when it comes to the model (or final concept). He is definatly going to have BIG FEET!
C&C most welcome or any suggestions you may have to push my concept further. I'll most likely be doing a proper shaded concept to finalise my idea, but I wanted to make a start to show people my direction.
-caseyjones
C&C welcome.
-caseyjones
I decided against using normal maps, maybe after the comp is done I might go back and do it. But at this stage I just want to actually finish the model!
Crits on loops and and anatomy are more than welcome. I'm pretty nub on the whole muscle flow stuff. So paintovers for edge flow would be cool.
Still very WIP.
Thanks in advance for any C&C.
-caseyjones
Like movento mentioned, I havn't actually made the neck. I'm just trying to get the face to look right first and get the upper body poly flow right before I connect it all.
Thanks for the comments.
movento: Thanks dude! The face has been bothering me his whole time and I had no idea what was wrong with it. Now that you spotted it out it's definately too long.
The whole model was initially going to be a base mesh for sculpting, thus the lack of detail yet. But now that I've decided against it I'm just going to hack the shit out of it.
Thanks for the comments dude.
Hopefully I'll have some more updates today.
-caseyjones
You really just need to define the forms some more.
I was just working on the face during lunch and got it looking more like a sketch a did on the train ride home last night (I'll probably scan it in tonight). Still needs a bit more work to define a few areas, but I think most of it can be solved with the texture anyway.
The chin may look too long, but its a goatie. I also did the base hair mesh, I decided to go with the hair Ken had in the SF Alpha series.
Thanks all for the comments.
-caseyjones
Here's another quick update. I just havn't had the time to work on this that much, but I know I'll definately finish it eventually.
Did some work on the upper body. The mesh flow is looking like shit at the moment. Getting the rough shape then will work on getting the flow right.
I'm still a long way off from completion, but any crits on anatomy/muscle group faults would be appreciated.
-caseyjones