still needs work, and i'm not sure what to do with the left arm, know what i'm doing with the head, but haven't done it yet.
the companion cube is his artifact, it summons weapons for him.
greentooth will be projected in front of the armour
omfg, are you really giving him a companion cube? Instead of hearts, will we have greentooths?
The shoulder gaurd reminds me of lots of teeth. Emphasize that maybe?
Overall its really solid, although perhaps you coudl innovate a bit more, otherwise your entry might have trouble standing out unless your technical abilities are one of the best.
I also think you need to find a way to make the cube relate to the man more. Not just have it floating. Maybe some sort of fx for this sort of thing? Think about it though.
the armor is nice and clean, with the usual care you put into designs, but nothing remarkable.
i think you need to rework the whole concept to take better advantage of the enslaved cube concept, like he's wearing a harness, and it's a constant strain to keep the cube in his orbit.
going to work on the boots and legs next, they're typically my weakest part, so i'll do them before moving on to his arms and shoulder pad.
still need to decide how i want to connect the cube rack to his armour, might go with connecting it to the collar and looping the bottom round to connect above the waist.
haven't settled on a design for the cube yet either
I like the concept for the most part, but the armor does seem a bit generic. I'd almost like to see just the helmet/neck and lower body armor with the chest bare and visible bolts/straps/chains holding the back piece on.
going to keep him wrapped up, not sold on exposing him.
the rack is connected to his collar and the back of his armour, it's going to have be curved to give his horns and shoulder pad room to move.
In my opinion, move the skull kneecaps down over the shin right above where it meets the top of the foot( where you have the PC logo now)....that way it would still have the skull but maybe show it in a more unique way...
Aight. Coming along nicely mate. The eyes flows easly over the character but the stop at once when they come to the lower part of his leggs. I Think it might be because their so broard. Maby decreasing them a wee bit?
just slimmed down the boots and replaced the skulls with greentooth
and head doodles
leaning towards the bottom one, but not sure about the raised edge, thinking about making it blend in to the horns, which will be pointier when i start on the real thing
thanks pesti, head got a restart
lost odyssey stole way too much of my time, and i've still not finished it, but i'm going to leave it for now and get this fucker finished.
last shot of everything together, but not of the finished parts. was getting hard to keep everything in the scene in maya. all the small detail is going to have be done crazybumped in.
hands have been bulked up, and he should be able to bend his knee, there's plenty of room behind the pad since the ring and the sticky up bit lean forward.
low poly later tonight and tomorrow, normal baking tomorrow hopefully too.
been slacking, so mostly just colour blocking and cheating on the spec maps, hopefully i'll make the dead line if i can manage to focus. probably lighten up the head and the hands need scaling up
other crap kept me away from working on it most of the day, and thanks to fred and his retarded no splitting the 2048 up, the uvs are god awful. really, really bad.
this is as far as he's going for now, i'll probably give it a few days then go back over it and fix the textures.
hands are bigger, head is lighter, and while i liked the green, the green spec over gold looks cooler
Holy shit, marine got this far on something?! Next thing we know crash will be submiting a finished entry! my whole world is going to come crashing down!!!! Well good to see you got this far man.
Replies
The shoulder gaurd reminds me of lots of teeth. Emphasize that maybe?
Overall its really solid, although perhaps you coudl innovate a bit more, otherwise your entry might have trouble standing out unless your technical abilities are one of the best.
I also think you need to find a way to make the cube relate to the man more. Not just have it floating. Maybe some sort of fx for this sort of thing? Think about it though.
-caseyjones
enslaved the cube
still generic, i'll probably do some thumbnails at some point today to try other ideas out.
the armor is nice and clean, with the usual care you put into designs, but nothing remarkable.
i think you need to rework the whole concept to take better advantage of the enslaved cube concept, like he's wearing a harness, and it's a constant strain to keep the cube in his orbit.
going to work on the boots and legs next, they're typically my weakest part, so i'll do them before moving on to his arms and shoulder pad.
still need to decide how i want to connect the cube rack to his armour, might go with connecting it to the collar and looping the bottom round to connect above the waist.
haven't settled on a design for the cube yet either
might screw around with the legs some more
going to keep him wrapped up, not sold on exposing him.
the rack is connected to his collar and the back of his armour, it's going to have be curved to give his horns and shoulder pad room to move.
just slimmed down the boots and replaced the skulls with greentooth
and head doodles
leaning towards the bottom one, but not sure about the raised edge, thinking about making it blend in to the horns, which will be pointier when i start on the real thing
using a butchered version of arsh's baseman to build the pieces round, still need bulking up though.
the armour and rack are the low poly cages, forgot to smooth them before printscreening.
Glad to see the head that will go with the body, compliments the whole very nice. Now pimp MOARRRRSSSSSS!!!!
lost odyssey stole way too much of my time, and i've still not finished it, but i'm going to leave it for now and get this fucker finished.
The mouth area was much better before imho!
today i made boots. think i'll do the thigh guards next
http://marine.cottages.polycount.com/domwar3/model_progress_002.jpg
hands lost volume, that'll get fixed when i move on to the arms.
-edit because new image is pretty much the same
chest tomorrow hopefully
leather bits on arm, shoes and fabric stuff between the armour to do, then mudbox detail
and maybe try to avoid making him look like he can´t walk (knies!)
but apart from the proportion stuff its tasty
last shot of everything together, but not of the finished parts. was getting hard to keep everything in the scene in maya. all the small detail is going to have be done crazybumped in.
hands have been bulked up, and he should be able to bend his knee, there's plenty of room behind the pad since the ring and the sticky up bit lean forward.
low poly later tonight and tomorrow, normal baking tomorrow hopefully too.
still need to do the weapons.
been slacking, so mostly just colour blocking and cheating on the spec maps, hopefully i'll make the dead line if i can manage to focus. probably lighten up the head and the hands need scaling up
so goooo
this is as far as he's going for now, i'll probably give it a few days then go back over it and fix the textures.
hands are bigger, head is lighter, and while i liked the green, the green spec over gold looks cooler