I recently finished a game model based on an old concept by Joe Madureira. I have no idea what this character's name is, but it's from a game called, Dragonkind (I don't think it was ever finished or released). I thought he looked really cool. You can check out the concepts here:
http://www.joemadfan.com/gallery.html?p17_sectionid=15
Here's my model and wireframes/textures:
Diffuse only painted model. Poly count is a little generous, but I wanted to see what I could do with modeling out shapes where possible. I'm calling the model done because I'm tired of working on it, but welcome any feedback on it.
EDIT: Check him out animated at:
http://issamz.com/. It's the 3rd clip in the latest demo reel. Animation by friend and former coworker, Issam Zejly.
Replies
I have one suggestion though. Have you tried sharpening the diffuse a little bit? It looks a little blurry atm. It might be the render though.
Also, the eyes aren't very defined. Maybe make the white whiter and the black blacker, if you understand what I mean?
Great job on this!
Fantastic work
This is fucking incredible! It looks just like the concept came to life. Definitely my favorite game art in a loooong time
Nice work!
- BoBo
Disting: I agree, the eyes could use more punch. I think the blurriness in some areas is the filtering on low res areas. All of these shots are actually just captured from Maya in fullbright/no lighting mode except the first one where I also added a very slight "glow" effect in PS (which may be hurting it in some ways!).
Crazyfool: I guess technically it's Udon's coloring and painting in the color concept, but I imagine Joe Mad must have had some sort of say in it? :poly121:
Bobo: Haha, wow, thanks so much for showing him. I've always admired his work and am just glad I didn't screw up too badly translating his character to 3d!
When putting these shots together, I noticed that I made the head larger than the concept... I'll just use the excuse that I was trying to draw more attention there :poly124:
The only thing id do to it is up the contrast and sharpen the texture up. If you pull the levels up to about .75 it will up the contrast a lot and make you details pop even more.
It looks very view screeny right now.
I love the glove/hand stuff, very nice. Some amazing hand painted work!
Vigil games, creators of Darksiders...Great work my man.
Thegodzero: I have a tendency to work slightly low contrast because I'm wary of introducing too much and making the model too busy, but of course this can sometimes lead to the opposite problem!
Stoofoo: Oh, hey, Joe. What is going on?
Moof: I admit I tend to get lazy with presentation. It basically is just a screenshot right now, and I didn't even think about doing stuff like cranking up the AA, but that's a great point.
ArtOfBrad: Haha, I think Bobo beat you to it already. I actually got an email from Joe himself about this. I think he's now on the top of my "most famous people who have ever contacted me" list!
Thanks again, everyone. The response here has been even more than I could have hoped for. Makes me feel like I should be making even more Joe Mad models or something. :poly121:
Thank you for the breath of fresh air, there's not enough of the old diffuse only stuff