Wish I could come up with a better name for him but here are some shots of what I have been working on. I really liked a concept of a head that Darren Bartley made here
http://cghub.com/images/view/110894/ and kinda just ran with it. I also took some inspiration from the zerg creatures made by blizzard. I have finished the shells, plates ad legs as all separate subtools and now I am fitting them together like puzzle pieces, once I have them in place I will make a larger body mass that they all sit on and connect too. I have been staring at this a lot and since I was just winging the whole design as I went along I wanted to post and get some feedback. How does the entire body mass feel and look? I can either go this centipede route or I was also thinking about taking out the back portion and just having a small body and huge head type creature. So please let me know what you think.
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As for direction, I'd do both . They're both cool ideas and they might both look good. If you go with the centipede, please change up the size of the back, vary it a little. Centipedes are pretty straight and simple, but for entertainment, it might need to have a varying piece every nth section, or alternate pieces, or maybe just make each section a longer chunk. Just ideas, but I like all the things you made up while keeping it similar to the zerg look and style.
Lastly, as I think about the shorter version, I kind of chuckle imagining it scuttle around with that gaping mouth. It could probably eat me, but I would laugh my ass off if I saw it scurrying at me.
So I am stumped and could use some help. I finished my low poly mesh which I made using nex tools. It is built up of quads and triangles, no crazy n gons, uved and ready for bake. I am going about my business as usual, not the first time I have used Xnormals to bake out maps however this time xnormals doesn't want to play nice. Using my normal basic settings, while trying to bake a normal map right after it loads all the high poly meshes it hits the "calculating faces tangent basis" and crashes, while trying to bake a AO it loads the high poly meshes then gives the shown error and stops generating the map. I cant find anything online about these errors so I was hoping someone here might have an idea what this is all about. thanks
If it's still crashing, you might have a sneaky n-gon somewhere. I know I've had a few that somehow missed getting triangulated and caused me a lot of baking headaches. The same trick can be helpful with the Cleanup and Isolate selected.
Moving on from the technical stuff, my main crit is that from the side view, the top of the back of his head is a little boring. I'd like to see that get a little more love like some big blisters full of creep or armor plates or something to break the silhouette a bit.
Looking good. Best of luck with xNormal. Looking forward to seeing it with textures.
There is so much going on that it looks like I will have to bake out separate maps and then combine them to get the cleanest bake. Like areas where the legs meet the body. As for the back of the head that tony pointed out, I would like the head to be able to retract some into the body when the mouth is closed. If I put too much stuff there it would look like it wasn't meant to go in and out since it would rub against the shells.
As always critics welcome, once I take a little break from him I would like to get him rigged and animated. Also making a little stand for him would be nice. On a side note I finally figured out why my images are so small, photobucket was sizing them down as I uploaded them. Images shack doesn't. And now maybe I overdid it just a tad. =P
At least the mouth, eyes, glowing sac thing.