View Full Version : Game Art Comp 5: Shishka: Proto Man
01-08-2004, 04:59 AM
He wears a yellow scarf and shades everywhere he goes, and he's STILL the coolest secondary character ever.
First, some references:
Concept art will follow in a while, along with the beginnings of the model. The idea I'm going for is this roughed up, battle-worn looking Proto Man. We'll see how it goes.
(comic shamelessly stolen from www.bobandgeorge.com)
01-08-2004, 07:18 AM
good choice..it will be nice to see how this turns out. I like the comic.
01-08-2004, 03:37 PM
welcome to the fray shishka
01-13-2004, 06:34 AM
Sorry for the long update delay. I'll try to get some renders up this weekend. However, right now, there's not much to show.
Here's the model sheet:
There are a couple deviations from the sheet that are planned (but not implemented). First, I'm going to give Proto Man four fingers instead of 3. Second, since I'm going to do a "battle worn" kind of Proto Man, the texture will be much more scratched up, perhaps some dents where bullets have hit, burn marks, etc. I hope to leave all that to texture though.
I figure, if I can keep him low enough, I can make Megaman as well. ;)
01-13-2004, 09:06 AM
Cool, I like the idea of a battle worn Proto man. These guys are always way too clean and without a scratch.
I think you could do with some more extreme proportioning like the first ref picture you posted. But this could come down to taste though.
01-13-2004, 03:53 PM
extreeeeeem proportions would be nice...
01-23-2004, 09:04 AM
*dusts off his thread*
I ended up going with a more "heroic" design for Proto-Man. Somewhere between the SD Proto-Man before and realistic proportions:
Modeling has begun, but is at it's early stages. The body is blocked out (I don't think there's actually more I have to to add to the body, it's relatively simple. The head is still way rough (check out that forehead), and will see quite a bit more work.
The only thing I'm uncomfortable with is Proto-Man's hand. It feels kind of weird from certain angles. The trick is getting the hand to fill out the correct shape and still end in a palm, four fingers, and a thumb. I'm up for suggestions.
On the bright side, Proto-Man's gun is sitting and waiting:
I'm kind of hesitant about moving forward with the model as I'm just kind of stuck looking at the hand. What do you guys think? Should I start over again? Is it salvagable? Am I making too big of a deal about it?
01-23-2004, 06:22 PM
I think the hand is just a smidge bigger and shaped differently than your concept drawing which is making it look a bit odd. Just work on getting it to look closer to your concept and it should look better!
01-23-2004, 07:10 PM
In this contest the idea is to take a character and put your own personal spin in the character, and make him low poly enough to run in a game. both of which you are not doing. Look at what American McGee did to alice, or what Todd McFarlane does to movie monsters and wizard of OZ. You don't have to make Proto-man evil, just make him different from what you expect.
01-24-2004, 12:45 AM
Funny. I haven't run into an engine that would struggle with a 2000 poly model in a while.
Anyhow, this is the character as I see him. For the most part, I like the design he has. What I haven't shown is that he's going to be beat up, scuffed, dented, scratched, and all these other things that won't be apparent until I've textured him. Please, bear with me as I go through the process of modeling him, as most of the "Shishka's changes" will have to wait until he's unwrapped and I'm in Photoshop.
Big D, I agree with you about the size of the hand. Particularly, I think the fingers were too long. The hand has been adjusted, and I think it looks better. Thanks for the help. =)
01-26-2004, 08:45 AM
So, anyone here know what to do when a file is reporting the following error in Maya?
"Warning: line 1" Can't perform polyMergVert25 on disabled selection"
If not, then I think I've been set back a bit.
Like, I'll have to start again.
01-17-2006, 02:00 AM
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