I think this looks like a gorgeous model of Kabal, my only crit would be that it doesn't look at all like a re-design it just looks like an updated version of the original character. The whole point of the contest is to re-imagine the character. Although you are giving him a slightly different costume etc. he is still instantly recognizable as the original character which I'm not sure is a good thing. My favorite example of a re-imagining that I've seen so far is Bag Singh's Zub Zero http://www.polycount.com/forum/showthread.php?t=82169
I think this looks like a gorgeous model of Kabal, my only crit would be that it doesn't look at all like a re-design it just looks like an updated version of the original character. The whole point of the contest is to re-imagine the character. Although you are giving him a slightly different costume etc. he is still instantly recognizable as the original character which I'm not sure is a good thing. My favorite example of a re-imagining that I've seen so far is Bag Singh's Zub Zero http://www.polycount.com/forum/showthread.php?t=82169
I don't agree with you.
I understand redesigning in a way that you create a character that is recognizable and resembles the original game character. I believe this is the point of the contest, not creating your own original character with a unique name. Each character in every fighting game has their own biography and environment, both of which should be considered in the redesign.
Just imagine, what if i make my own superman and call him Iron Man. Strange, isn't it?
Regarding the link you posted, yes, the work is quite interesting but the difference between that and my work is different stylistics. This model is what I believe to be cartoony style while mine is more realistic. We cannot be compared because we work in different styles.
I believe that if you're writing that my version of Kabal is good, it really means that my Kabal is recognizable. And this is what's most important about redesigning. One can talk a lot about this subject.
I'm not gonna argue with you, I will just finish my work and then we'll see what happens.
I agree with you POWER. some of the other redesigns are so creative and so original that they dont feel like they have anything to do with the original character and lost all the vibe/mood of the original character.
btw, why are you changing the design ? i thought the last design was working pretty well. the big hooks in the new character definitely looks good though. the cloth strips hanging from the hip dont quite work well i think. your previous leg/hip design was working well.
Hmm, no I actually prefer the direction he's going now. To be honest, the purpose of this contest IS a re-interpretation of a character, not a character update. The fact that he's adding the hanging things (what are those?) meets the requirements for the contest better.
That, and they look friggin rad.
Why not both those and the pants, eh?
lookin good man highpoly came out great, i think the fingers are a bit thin, but thats pretty easy to fix if you deem that nessecary. what is the count on this, it looks pretty clean n low, tho there does appear to be a little wierdness in the neck, and the fingers could use more than one segment for sure.
The whole thing is great, but the head in particular came out really awesome.
I wonder if there is somewhere on him where you could add a bit more color? I'm not sure how you or other people would feel about it though. Maybe it's cooler if you kept it as is, but it seems like just a little more color variation would go long way. Either way, great job!
I think I agree with Dustin on the orange, it feels a little less "special" when there's so much of it but even if you leave it how it is it looks brilliant. Your bakes look amazing by the way, well done.
Hope you don't mind a quick paintover. The model just looks a little too clean in my opinion, and there's too much white (makes it look a bit unfinished), threw on an orange color burn with low opacity in the brightest areas.
Awesome how clean your bake looks man!
Texturing is tugging along great, although I share crazyfinger's opinion if I can be honest. It's all a bit too clean. And pretty bland in some areas. You ought to try to make the different materials pop a bit more from each other. Add some color variation, stress and wear where it makes sense (like on the lower half of that loincloth-ish thing). And I personally feel that the tube things at the ends of each of his dreads blend way too much with the white-ish color of his armor.
i suggest you tone down the contrast in the diffuse so that all the nice shapes show off properly.
right now, with all the little bits of glows and the high contrast color theme it is very difficult to figure out the actualy shapes and forms of the character. in short my focus is lost and there is no depth. also the diffuse work seems a bit blurry to me as if the texture is low resolution.
i suggest you tone down the contrast in the diffuse so that all the nice shapes show off properly.
right now, with all the little bits of glows and the high contrast color theme it is very difficult to figure out the actualy shapes and forms of the character. in short my focus is lost and there is no depth. also the diffuse work seems a bit blurry to me as if the texture is low resolution.
great work on the pose btw.
This screenshots vieport 2.0 from MAYA 2012, it isn't render ...)))
This screenshots vieport 2.0 from MAYA 2012, it isn't render ...)))
ummm, i am not sure what your point is but what i am suggesting has nothing to do with rendering. i was talking about the textures. even if you make a fancy render I believe you will still have the same issues as i mentioned.
Replies
Yes you are right, I've already corrected)))
You going to keep the very rectangular shape jutting out of his face? Seems too geometric.
Very nice work so far, keep it up!
Love the design.
I don't agree with you.
I understand redesigning in a way that you create a character that is recognizable and resembles the original game character. I believe this is the point of the contest, not creating your own original character with a unique name. Each character in every fighting game has their own biography and environment, both of which should be considered in the redesign.
Just imagine, what if i make my own superman and call him Iron Man. Strange, isn't it?
Regarding the link you posted, yes, the work is quite interesting but the difference between that and my work is different stylistics. This model is what I believe to be cartoony style while mine is more realistic. We cannot be compared because we work in different styles.
I believe that if you're writing that my version of Kabal is good, it really means that my Kabal is recognizable. And this is what's most important about redesigning. One can talk a lot about this subject.
I'm not gonna argue with you, I will just finish my work and then we'll see what happens.
btw, why are you changing the design ? i thought the last design was working pretty well. the big hooks in the new character definitely looks good though. the cloth strips hanging from the hip dont quite work well i think. your previous leg/hip design was working well.
That, and they look friggin rad.
Why not both those and the pants, eh?
Folds on the abdomen, I do not like ... I will delete them(((
loving everything about this so far, im eager to see how the final product looks
I started low poly.
All low poly done. Thank God!
I wonder if there is somewhere on him where you could add a bit more color? I'm not sure how you or other people would feel about it though. Maybe it's cooler if you kept it as is, but it seems like just a little more color variation would go long way. Either way, great job!
Texturing is tugging along great, although I share crazyfinger's opinion if I can be honest. It's all a bit too clean. And pretty bland in some areas. You ought to try to make the different materials pop a bit more from each other. Add some color variation, stress and wear where it makes sense (like on the lower half of that loincloth-ish thing). And I personally feel that the tube things at the ends of each of his dreads blend way too much with the white-ish color of his armor.
Kicks ass either way man, keep rocking!
My eyes went straight from his bottom right boot and curved up his body to the top of his head
right now, with all the little bits of glows and the high contrast color theme it is very difficult to figure out the actualy shapes and forms of the character. in short my focus is lost and there is no depth. also the diffuse work seems a bit blurry to me as if the texture is low resolution.
great work on the pose btw.
This screenshots vieport 2.0 from MAYA 2012, it isn't render ...)))
ummm, i am not sure what your point is but what i am suggesting has nothing to do with rendering. i was talking about the textures. even if you make a fancy render I believe you will still have the same issues as i mentioned.
Anyways, the posing is absolutely delightful and sells the character! Great work POWER. Have you been an animator before?