View Full Version : Game Art Comp #5 | Wintermute | Phantasy Star: Alis
01-07-2004, 07:47 AM
OK everybody, think back to 1988, Sega Master System, Phantasy Star (the original!)
This should be an interesting challenge as this will be my 1st character model, unless you count mechs as characters.
here's a couple screenshots I found online to keep you interested. (courtesy of the Gaming Intelligence Agency)
cutscene image (http://wintermute128.home.comcast.net/cgchallenges/gameart5/screenshots/010.jpg)
in-game image (http://wintermute128.home.comcast.net/cgchallenges/gameart5/screenshots/012.jpg)
Please let me know if these aren't working!
01-07-2004, 08:14 AM
They don't work.
01-09-2004, 05:13 AM
Ok, now that my images are working, here's a concept sketch of Alis.
She will be armed with a sword, and does posses the ability to cast various combat magic spells, should make for an interesting pose.
01-09-2004, 08:11 AM
a small modeling update before I crash.
C&C please! This is my 1st character model, I figure I'm off to a decent start
01-10-2004, 01:18 AM
Phantasy Star was one of my favorite games back in the day, and it looks like you're doing Alis justice so far. I can't think of much to critique at this point other than I think you should try to define her facial features a little bit more, especially the lips and eyes. You should be able to model all of that stuff out since this competition allows for a lot of polys.
01-10-2004, 09:39 AM
Here's a small modeling update, some tweaks have been done, others need to be applied.
I have omitted the shoulder armor to show the arm/shoulder wire.
this costume has multiple layers of very different materials, skin, cloth, and metal. All of which will conspire to consume as many polys as possible.
Miroku: It's nice to finally meet somebody other than my brother, who has played this game!
As this is my 1st attempt at a human model, I figure I'll model out a medium level of detail, then go back and refine areas that need more, and reduce areas that need less.
btw: poly modeling, LW7
01-11-2004, 02:16 AM
C&C welcome and requested!
01-12-2004, 03:54 AM
modeled out the dress, hands and hair.
I will be revisiting the armor shortly.
C&C welcome and requested!
01-12-2004, 04:34 AM
oh man... those hands are... *cringe*try to find some reference or something. the hand is basically square, and the fingers are about the same length as the palm. the thumb should only reach halfawy up the first metacarpal on the incdex finger, and all the fingers need to be fattened up. also, if youre planning on rigging her, you'll need at least 2 edge loops at each joint to make it look right.
01-12-2004, 07:21 AM
yet another update!
Drei, I'll be making some changes to those hands soon, I know they are pretty, uh...*cringe* is right. Thanks for the crit! Keep 'em coming!
as far as the rest of Alis, I think I'm getting there.
01-16-2004, 06:17 AM
Here's an update on the hands!
I think I'm pretty close on what they should be, as well as having them rigable.
I did a little optimizing as well, removing some hidden geometry. Currently using 4289 tris.
I can probably simplify the hands a bit, but I'm not sure where I should remove polys.
C&C and any advice are greatly welcomed!
01-16-2004, 09:50 AM
Awesome man. Might wana round the face and hands a bit other then that she's looking good. Phantasy Star RULES!!!!!
01-17-2004, 07:51 AM
thanks for the replies everybody,
I've been doing some optimization on the model (if you can call it that) my poly count is down to 4125 tris.
Does anybody see any serious errors that I should correct before I uv and rig this model?
C&C is most welcome!
01-17-2004, 09:01 AM
hands are looking a lot better, but they're still prettymuch just cylanders... look at your own hands. there ar knuckles on top, and an indentation where the fingers bend at said knuckles underneath. plus there is a noticible pattern to the tapering of each metacarpal. Another thing a lot of peopel do wrong is the thumb... look at your thumb. It doesn't come straight out of the side of your hand, it comes off halfway between the side and the bottom of the hand and is down in it's natural position. Your bewst reference is right at the end of your arms :)
01-17-2006, 02:00 AM
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