needed a little break from dom war so I decided to do a low poly guy. I stumbled upon this drawing a did in grade 11 or 12 and figured it'd be a fun project.
I sat down an did the model and the UVs in 4, maybe 4 and a half hours and started on some texturing but its not worth showing yet.
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I like him a lot, nice silhouettes. He's a little bit like d0g from hl2.
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but instead of a robot, he's a total pimp.
been slowly dabbling at the texture between dominance war and classes. Told myself I'd leave this aside until i finished the comp, but couldn't resist working on him.
i think the chain on the front might need some more work, as it gets lost in the bright spot a little. or i could tone the bright spot down i guess. either way I'm feeling pretty happy with how its going, despite the slowness.
Black stipes on the ribbons is going to be alpha'd out.
My only crit is the legs. With all that upper body bulk, the legs don't look like they'd carry that weight too well.
Actually, I'm designing it with DS or similar Low-poly games in mind so I have to keep it low. And for the legs I was going for a super-stylazied look so I crazied up the proportions.
I'd definitely say to darken the chest piece a tad, or suggest a bit of shadow from the chain, so it pops more. The chain was one of the cool things, imo, from the concept, so it'd be a waste to let it get lost visually.
What texture size are you working with, btw?
the best way to do gold is lay off the brightness, and use it sparingly in places to highlight.
I recently found some good golds:
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i think i would smooth it up a bit personally, the gold looks a bit grainy. looks sweet though
Working with what Hawken suggested. I guess i should have called the concept more like 'custard knight' or something lol, just not really sure if I should go super gold or keep it a little de-sat. I'm thinking stick around the A area, though I'd love to hear some suggestions.
...Either that or I drop everything and go purple knight lol.
Thanks LowtekK, I'm going to try out what you suggested too, see if I can make a shadow look cool.
And I'm working with a 128 texture.
I don't want to get too far from colours of the original concept and I'm going for the kinda cartoony Mario gold coin look. I really like the shadow suggestion for the chain though, I'm painting that in now. I'm also bumping up the contrast a bit more too, just to solidify the shadows some more.
I love this game too much.
and to be honest I haven't really thought of weapons. I guess pummeling dudes with his meaty fists might suit his character.
Or maybe a phatty mace or halberd would be cool for this guy. I'll have to doodle up some weps, see if any look good.
Or you could give him a 9mm so he could cap some bitchez old style.
Either way, I had moved the colours more towards his suggestion, so I'll have to compare them once I get back to school where I do my work.
Started on a simple little base too, has a bunch of crooked spears making a sort of rickety fence behind him. Put some planes in between them all too so I'm thinking of maybe tying them together with more of the pink ribbon or some kind of metal work.
Thanks for all the input guys!
Almost done!
legs, ribbons and outside of arms need work but overall pretty much happy with it.
how do you get the texture to be that pixely? on mine it smooths that, and i get very annoyed by it, lol.
i have tried disabling the filtering of the texture, but thats not the problem apparently.
thanks,
-Andy
BTW, i love it so far! it has a nice, simple edge flow
Joopson- all I've ever done is turn off the filtering by going Shading->hardware shading and selecting unfiltered and then in the UV texture editor you toggle the filtered/unfiltered checkerbox button in the right
Ferg- "One lone warrior, on a quest to regain his beloved Nunchucks..." I like it.
I might look into it when Dom war is over.
I'm gonna finish off all the texturing over the next half hour or so, (hopefully) and then try some rigging.