Hey all, I never posted here before - hope the image thing works.
I was hoping to get some input on my silhouettes - any favorites? modifications?
I have some favorites of my own, but I wanna hear your opinions first.
Thanks in advance to anybody who can help.
Replies
Pretty cool stuff, number 3, and 5 stand out to me. I like 5, he looks like he'd have some fun detail to play with. 3 for the same reason, but i like his lolly pop hammer weapon, kinda different, and not not the standard big guy with big gun. Good luck, and keep us updated!
For 3, maybe go in a sort of viking direction with it. Seems a bit odd, but that's what sort of impression I get looking at the fellow. And, as kream I think mentioned, that's not really a weapon you see that often I think.
I don't really know why I like 5, but prior to kream posting I went over them all and that's the one that stood out the most to me. Generally, it's probably the sleekest of all the thumbs as far as its stance and feel go. Plus it's got a cool weapon.
some awesome thumbs
Kream - 5 (a variant of 4) is the one I have thought about most thoroughly in terms of detail, so I am heavily considering him. Funny you said lolli-pop weapon, I noticed that about it and I knew at least one person was gonna say something about it. It's supposed to be an energy-mace. Just know that it is NOT supposed to be flat like a loll-pop, he he.
Noel Cower - again, yeah, I am considering 5 heavily. I'll have to flesh 3 out a bit more if I were to use him.
rollin - several people that I've shown these to like 6. And I'm glad you pointed out the weapon from 8, I think he would be a fun character to do, for myself anyway.
Too_Animalistic - 4 and 5 are pretty much the same, so I'll make that a vote for 5.
rooster - another vote for 6. As for 3, people seem to like the weapon more than the guy himself.
Thanks again guys. I'm going to try to narrow it down to a few, or hopefully just ONE by the end of today - then I can start really designing.
i'd go with Fat Man however, cuz it does have more substance (like dfacto said).
u should do little boy as a personal project later on, as a concept that cool shouldn't be left to rot!
oh... and he definately needs that wrist watch!
they are friends and always fight together.. the lil one is attacking in close combat and confuses the enemy and than the fatboy comes..
like them both.. so i had to throw a dice...
Considering most people liked the Fat Man's silhouette the most, I figured people would pick him.
Maybe instead of a brand new Rolex I could give him a futuristic buckler of some sort.
Well, I gotta go to sleep. See ya.
I'm still not 100% sure I am going with Fat Man. He's more unique than Little Boy, but I still feel Little boy has more fun details to work with.
so instead of the usual pinhead swallowed up by surrounding flab sort of head, i think you should try sketching out some alternative ways to resolve the head to give it some more punch. that might mean a helmet, might mean a very different head shape and features. but remember, this guy should look evil and degenerate in some fashion--right now i'm not quite getting that from him.
all that being said, it's great to see you on our team and in our forums--good quality silhouette drawings (shows idea without being too detailed) and very nicely developed sketches. very much looking forward to when you hit the modeling stage keep us updated!
I was feeling that the head was maybe a little too simple - especially in a contest that is completely about a "character".
I hear what you're saying about trying to make him look evil and degenerate, but I also kind of see him as a slightly humorous character......I just don't know how "seriously" I should take this guy - unless I do a redesign of the head like you said. I'll try and come up with a variation.
Thanks again dude!
Your concepts are so amazing. Can't wait to see the models.
This is more reason for me to consider Little Boy, but aside from the face I feel Fat Man is legitimately different.
Thanks for making me aware - somebody on ConceptArt.Org said he looks like the Doom guy as well.
Spark
I also added a quick mock up of a grenade holder on his belly. I wanted to make something different from the way grenades usually hang from clips. In this case they are kind of magnetically held in to the holster. This also covers the belly a bit more, which I thing is a good thing because I felt there wasn't enough there for such a big shape.
I also added a quick mock up of a grenade holder on his belly. I wanted to make something different from the way grenades usually hang from clips. In this case they are kind of magnetically held in to the holster. This also covers the belly a bit more, which I thing is a good thing because I felt there wasn't enough there for such a big shape.
are 2 word posts okay? no! then:
oh hell yeah!
Anyway, I'm working on the Hi Res version - just his gear/armor right now. Gonna work on the body later.
If anybody knows what those dots are on his legs, please let me know. They only appear when the body is subdivided - close up they look like diamonds sort of. It looks like a weird shader problem. I've checked many times and there is nothing wrong with the geometry.
I'll be sure to watch for updates.
but nice to see you back
as far as i can see its going to be realy cool keep on
Pretty random that it was just those areas on his knees - really weird.
For some reason there are problems with the normals. As you can see from the picture, it's pretty bad. That is not broken geometry because I have flipped the normals in Max and the missing parts become visible. I have tried doing "Unify" with the Normal Modifier and nothing happens. I am sure the normals are correct before I export because I can see the normal direction in Maya.
Has anybody had this problem, and is there any solution for it?
Help would be much appreciated. If I can't solve this problem, I either have to bake the normal map in Maya - which might crash my computer, or just give up on the whole contest.
Spark
A simpler question would be, is it possible to export objects from Max without the triangulation?
Thanks for the help Spark, and BTW, your entry is looking awesome.
You'll have to model up your Mancubus guy some time after the comp - he's too cool not to.
Anyway, I got the hard part over with - finished the Hi-Res and baked it on to the Low-Poly Cage.
I'm texturing now, still trying to decide on colors, so I don't know if I am going to stick with the orange/green scheme. I originally was gonna do something less saturated - like dark grey, but that seemed kind of like an easy way out. I might revert back to that anyway though.
The Low-Poly cage is around 5300 polygons. It's kind of a weird problem when you have too many polys.
other than that the lowpoly + normalmaps looks realy cool!
and give him as much spec-map love you can give ...
Thanks for the compliment dude.
I'm gonna try to finalize textures, make pedestal, and possibly work on some kind of background for the beauty shot today, then render tomorrow.
Here's the texture sheet:
Here's the Construction Sheet:
Here's the Winning Pose.
Here's a close up for the Beauty Render....Say cheese:
Here's the Beauty Shot I came up with - it's more like a beauty montage.
-Dread_Reaper