That's a damn fine concept you've got their man, very nice. I'd say it sticks to the theme, although maby a more stealthy weapon might make more sense. For some reason that guy looks like he should be wielding massive cleavers in both hands (to me atleast)
Keep it up!
wow that concept is awsome! great stuff! and the base mesh is fine too! (the head of the mesh looks slightly different than the concept, but i can't put my finger on it)
Great stuff!
Hi Wizo, concept's lookin' slick man! I don't think your model's living up to it though, it doesn't have that dynamic look to it. To give you an example, the top portion of the leg armor doesn't curve outward as much as in your concept, the head is also too spherical, in your drawing it's more elongated. Shoulders are also looking less beefy then they do in your concept. Keep going!
Agreed with Quasar, but this is just your start, so as long as you start pushing the proportions like in your concept, I'm sure it'll be awesome. Keep at it.
thx for pointing that out quasar! It is very helpful. BTW do you guys have any techniques for me to model hard edges in mudbox so I dont have to model the armor in max?? that would be awesome. Thank you for the support guys, ill post an update soon.
The one thing that I think feels a little awkward is the foots relationship to the bottom leg armor. The leg armor just doesn't seem to be designed to fit the foot If Im making any sense?
Awesome proportions and I totally dig that head design. Very nice work!
Looking good! Agreed with Daz about the leg armour though, it looks a bit out of place. To prevent confusing you and myself by explaining, I've done a little graffiti, hope you don't mind:
here update: I changed the weapon for something more claw like. I wonder how its gonna turn out low poly . If it doesnt work, Ill keep the gauntlet and make a sword.
The claws are cool! How do you plan on doing them in the low poly, with alphas or geometry? They might use too many polies if you use geometry, alphas should be okay.
Hey guys!!!! After looking at it with a fresh eye and good constructive crits, ive tweak some proportions change the boots design and now, im done with the hi poly modeling, on to the low res processing and the texturing.
another update:
a few hours into texturing, I plan on spending more time to tweak the maps a bit more. Ill be making his weapon in the next days. I ve changed my mind in the design once again...the weapon is going to be a huge mace/hammer type of weapon.
a few screen of the current state: (straight from max)
Your texture looks solid. I think you should make more details in the armour and more colour variation in the skin. The Weapon looks too simple to me. It needs to look dangerous!
He looks like a character with a two handed weapon so a large hammer, pole arm, etc. But I also think a two-handed flail would be cool, with three changes and spicked balls shaped like dimonds with spikes. The dimonds would match his armouring more then round balls.
another update. Thx for the suggestions guys. I really liked the idea of a flail/mace as a weapon. Here's what I have for now but im not totally sure of proportions and the textures for the weapon, this was just a quick model/texture to get the feeling but maybe something bigger would be better. Ill check that out tomorrow
needs to be done:
finalizing textures
resolves skinning issues
maybe tweak proportions on the weapon.
Near final update:
I changed his weapon to something more massive.
Textures are not final but if you guys have any C&C about what I could add to the textures/color scheme I would love to hear them. I definitely need fresh eyes and critics. Thanks in advance,
Polycount FTW.
I am also thinking I should add the polycount logo on the weapon
Looking great!!
I also like the new weapon, it looks very dangerous. Maybe try to wrap the guy's fingers around it more, at least on his left hand, because right now the weapon looks like it's fairly light as he doesn't need to hold it tightly. As for the textures, try to make the seam between the armor and the arm a bit less abrupt possibly by painting in some darker shadows on the skin where it's right under the armor. I think I preferred blue color scheme, but that's just the matter of taste. Now get the pedestal done!
for some reason I cant edit my first post with the latest stuff anymore due to a vanish edit button on the first post... anyone experienced something similair?
Replies
Keep it up!
Very cool concept!
Great stuff!
I changed the design a bit.
some more progress:
Heres my lastest stuff.
Awesome proportions and I totally dig that head design. Very nice work!
here update: I changed the weapon for something more claw like. I wonder how its gonna turn out low poly . If it doesnt work, Ill keep the gauntlet and make a sword.
here it is:
I hope you guys like it.
here is the current state of the character
I still got 1k triangles left to get a better silouette and deformation polys.
Bad normals area will be fixed hopefully by tomorrow so I can get start texturing this guy.
Hope you like it.
a few hours into texturing, I plan on spending more time to tweak the maps a bit more. Ill be making his weapon in the next days. I ve changed my mind in the design once again...the weapon is going to be a huge mace/hammer type of weapon.
a few screen of the current state: (straight from max)
you guys have any ideas for the weapon? im kinda out of inspiration atm. Should he have a sword and shield, a huge axe or a big gun??
My two-bits Keep up the hard work
Character: 5,902 tris
weapon: 994 tris.
needs to be done:
finalizing textures
resolves skinning issues
maybe tweak proportions on the weapon.
Near final update:
I changed his weapon to something more massive.
Textures are not final but if you guys have any C&C about what I could add to the textures/color scheme I would love to hear them. I definitely need fresh eyes and critics. Thanks in advance,
Polycount FTW.
I am also thinking I should add the polycount logo on the weapon
I also like the new weapon, it looks very dangerous. Maybe try to wrap the guy's fingers around it more, at least on his left hand, because right now the weapon looks like it's fairly light as he doesn't need to hold it tightly. As for the textures, try to make the seam between the armor and the arm a bit less abrupt possibly by painting in some darker shadows on the skin where it's right under the armor. I think I preferred blue color scheme, but that's just the matter of taste. Now get the pedestal done!
thx for the comments guys!
for some reason I cant edit my first post with the latest stuff anymore due to a vanish edit button on the first post... anyone experienced something similair?
Here's the stuff:
the final:
beauty image:
construction image:
texture sheet:
Thx for the comments guys. I had a lot of fun in this competition. Great people, great stuff.
Good luck to everyone!
"GO POLYCOUNT"
I love his Weapon. Looks like he can easy
split some heads with it
-Dread_Reaper