I'm working on a group project about a couple of gremlins who end up in a Junkyard after WW2 with nothing to do. Even though this is a rendered short, I'd like to push my character and assets to be suitable as possible game models, character being around 10k polygons. This character is evil and mischievous and makes his accessories out of parts and random things that he finds.
Here are some WIP pics
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2 maps, body and accessories both 1k.
uh, but I do think this is a neat character. he's missing his teeth sticking out though and that makes him a little less sinsister.
Thanks Guys.
Hate to revive this old thread, but I finished a scene of animation that I wanted to show for the final look. In the scene the gremlin is building a plane that's made from a bus and spare stolen pieces of a b17. This is the first encounter with a living pile of scrap metal called Junkman. The Junkman was created by Josh and Micah was in charge of all rigging the gremlin. All the animation, background and post was done by me.
I agree, I wanted to still maintain that the nose is made out of flesh. So an extreme point would look a little odd. But I think you're right that it needs to be sharper.
Thanks
-Neil
I also thought the nose needed to be sharper. And the gloves should be more yellow.
The anim was cool but it kindof seems like he pauses... takes awhile to get scared and split.
I'd also try to keep it under at least 5 k for a game model, maybe 3 k. You could probably use this as the hi poly to bake normals.
suggestions more junk on the main character similar to the plane (rivers bolts etc)
fantastic work otherwise
Baddcog-thanks for the c&c. I think when I put my portfolio together I'll take your advise and make a low poly version. with gloves that are more yellow.
thanks again!