PDA

View Full Version : Game art comp 5 : Supervlieg : Death Adder


Supervlieg
01-08-2004, 09:45 PM
I've decided to switch characters. I felt the samus character was planning to do was more of a redesign of a character that was already done in 3d. I wanted to do a real pixel to 3d translation. Which I think is also the main thing of this competition.

I chose Death adder, the main enemy of the Golden Axe series.
I knocked up this sketch that will be my main guideline for the 3d model. He might change in the modelling proces though. I hope to post some wips soon.

http://www.bolman.nl/cgtalk/da-schets.gif

Here's the original from the game:
http://www.classicgaming.com/goldenaxe/Images2/25%20Majesty%20of%20Death%20Adder%20copia.jpg

ninjacore
01-08-2004, 10:23 PM
cool idea. golden axe has a quite a few ideas for this comp. i'm currnetly trying to gilius thunderhead the dwarf.

i thought it would be cool to do one of the 2 legged bird lizards as well. those things are funny!

Nahaz
01-08-2004, 11:18 PM
Cool, i was hoping someone would do a character from Golden Axe. Concept looks good, looking forward to seeing this develope.

Supervlieg
01-09-2004, 03:37 PM
hehe, I'm looking forward to seeing some other golden axe characters developed.

Miroku
01-10-2004, 02:14 AM
cool character, hurry up and finish it!

Supervlieg
01-12-2004, 01:17 PM
thanks Miroku, I'm hoping to post an update tonight.

Is that a Jin Roh soldier youve got as an avatar? Did you model it?

Miroku
01-12-2004, 06:39 PM
It's a flamethrower equipped nazi with a stylized gasmask on... semi Jin Roh inspired. Yes I modeled it :)

Supervlieg
01-12-2004, 09:34 PM
Here's an update of Death adder. Kind of finished work on the torso and head. Gonna do the legs and all his gear next. Any thoughts so far?

http://www.bolman.nl/cgtalk/da-wip2.jpg

And another

http://www.bolman.nl/cgtalk/da-wip1.jpg

@Miroku: Do you have pic of the soldier somewhere? It looks cool. You should also check this game (http://www.killzonegame.com/modules.php?op=modload&name=mediacenter&file=ss_03) , Its inspired by ww2 and jin-roh among other things.

Supervlieg
01-13-2004, 09:34 PM
Update!

http://www.bolman.nl/cgtalk/da-wip3.jpg

Beaneh
01-13-2004, 09:48 PM
Good start, But I think it wouldn't hurt adding a few more muscles on the arms and beefing em up a bit, make his arms (and legs too) look a bit more complex. I like the way you did the head in the concept more then in your current model, he also seems stronger than the original character but it doesn't really resemble your model yet, just play with his porportions a bit and make him look stronger, but I guess the armour will change a lot about the current look.. err im talking too much again, good luck!

erhm , try to eggaruate the armor on the legs a bit.

Supervlieg
01-13-2004, 10:48 PM
I will beef him up more. He needs that "solid as a rock" look.

But I'm also trying to keep him within realistic human proportions. The armor definitaly need more work. I think I'll also do another version of the horns on the helmet just to see what makes him look more bad.

LoTekK
01-14-2004, 03:41 AM
Looking good so far, but I think there's something in the musculature that's throwing me off. For someone of that kind of build, his shoulders are extremely small. Lengthen his delts somemore, which should also pull his pecs (the bit that connects the chest to the upper arm) out. I think that's currently the main thing that strikes me as off. Also maybe make his arms bigger. Right now they seem a little thin compared to the rest of his upper body.

Cheers!

Supervlieg
01-14-2004, 08:46 AM
Good point, Ill tweak the delta's and his arms (and legs btw)

Supervlieg
01-14-2004, 08:59 PM
Update: Buffed him up overall. I tweaked the torso and made his shoulders bigger. Detailed the boots and changed the helmet. I think I like the horns better this way. Makes him look more evil >:)


http://www.bolman.nl/cgtalk/da-wip4.jpg

Close up of the helmet

http://www.bolman.nl/cgtalk/da-wip5.jpg

dudeguy
01-14-2004, 09:09 PM
Good start.

Some areas need to be exaggerated a bit to give him some more character, I read that you're already going to play with body proportions, so I'm not going to comment on that yet, but you need to adjust the armor to make him look more badass, firstly the horns need to be longer, more vertical and the shoulder pads much larger.

LoTekK
01-14-2004, 09:15 PM
I agree that the shoulder pads definitely need to be bigger. On the flipside, I don't really agree with making the horns longer. I feel like thicker would work better, as far as giving him more character. I reckon they're long enough as is. :)

Supervlieg
01-14-2004, 10:55 PM
Minor update on the belt.

Thanks for the feedback LoTekK and Dudeguy.

Ive made the horns slightly longer and thicker, I kinda like em this way.
Also increased the shoulder pads and made an extra layer to the pads. They may flare out as the arms lower to give him that broad look.
He wont really get al lot of armor, just the pads and some armoring on the legs. And some leather straps on the torso.

Colors are just temporary:
http://www.bolman.nl/cgtalk/da-wip7.jpg

And the wire
http://www.bolman.nl/cgtalk/da-wip6.jpg

LoTekK
01-14-2004, 11:43 PM
Looking good. :thumbsup: One thing I forgot to mention earlier: widen his lats. Think Bruce Lee kinda wide. :)

DreiGrasheir
01-14-2004, 11:46 PM
looking spiffy so far, man. aside from the above comments, the horns still dont look right. try pumping a few polys in em. keep up the good work.

AndyH
01-15-2004, 01:46 AM
Nice work
The geometry is looking simple, yet effective, I would say maybe get a better flow around his torso - the polys are looking too 'banded' at the mo - very uniform. I think he looks a bit weedy as well - beef him up some more - think astaroth, like your avatar!
Looking good so far - it should look ace once textured

SecretAgent
01-15-2004, 05:56 AM
ummm...I'm only seeing red x's? I really wanna see this, I loved Golden Axe and Death Adder is an awsome character!

Supervlieg
01-15-2004, 07:11 PM
@LoTekK: Bruce is a good example yes. Will widen!

@DreiGrasheri: More polys will be added to the horns. This was just a tryout for the general shape I wanted them to be.

@Andy H: I think Astaroth is perhaps too beefed but I'll make him more big.

@Eric 22: I dont get it. The pics should show up. Try these direct links http://www.bolman.nl/cgtalk/da-wip6.jpg and http://www.bolman.nl/cgtalk/da-wip7.jpg (you can go back up to da-wip1.jpg)

Supervlieg
01-15-2004, 08:49 PM
Another update. Added some straps. Also buffed him up a bit more. Added some armor to the arms. Im thinking about dropping the cape from the design. I tried it but it made him look a bit goofy. He's a lot meaner without it.

I might start optimizing, since I'm coming close to the polycount and I still have to add the golden axe and the shield.

http://www.bolman.nl/cgtalk/da-wip8.jpg

And a close up
http://www.bolman.nl/cgtalk/da-wip9.jpg

Nahaz
01-15-2004, 09:02 PM
Looking good

Supervlieg
01-23-2004, 08:46 PM
Ive fixed a few things but I haven't really made any progress. Trying to finish some stuff for the expose 2 book.

If I dont make the deadline for the game comp, I'll finish death adder anyhoo because I'd like to finish him.

Any thoughts on adding or leavind out the cape? I thought I might leave it out and go for some heavey armoring on his back.

Supervlieg
02-03-2004, 11:23 PM
Update: Finished the modelling, will continue on the unwrapping and texturing. Ive included the Golden axe which will be carried by Death adder. Together they're clocking in just below the 4500 tri's

http://www.bolman.nl/cgtalk/da-wip-20.jpg

And the wire
http://www.bolman.nl/cgtalk/da-wip-21.jpg

Neil
02-04-2004, 12:50 AM
Do you want to know where you can save polys? or do you not care because it's under the limit and you've started texturing? :)

Supervlieg
02-04-2004, 08:48 AM
I care, I care!

Neil
02-05-2004, 01:57 PM
The abs can use some optimizing. Especially since it's behind those straps and metal circle. Just looks like a lot of unnecessary countour lines there.

At the top of the boot (the extrusion between the leg and the outline of the boot) looks like a subsection there. Which wouldn't matter, because it's straight anyway, and since it's all the way around teh boot, you're losing a few because it's curved.

I think the axe could use some optimizing too. The part where the handle meets the top it straight across, yet you have 4-6 subsections there. The metal rings around the metal where it meets the wood could be ditched. And why does it look like it's cut twice where the points of curve of the axe blade join?

Hope you can understand that mess :)

Supervlieg
02-05-2004, 03:28 PM
Yeah thanks for the info. I think i understand most of it :)
Most of the things you mention are there for a reason.

Ive thought about optimizing the abs even more. They allready had a optimisation round. I like to keep some detail in there. If only for the idea that the straps might come off during a fight. and the abs needs to show more detail.

The loops above and below the knee are there for animation/rigging purposes and the other makes up the shape of the calves.

The rings on the axe will stay, I think they add to the overall silhouette of the axe. I might enlarge them a bit. I've added a lot of cuts to keep the curve of the axe seem as smooth as possible. I believe there are some useless loops where the axe and the handle are joined but I have to check that when I get home.

Supervlieg
02-11-2004, 07:45 PM
Dont think I will make it before the deadline. That's too bad because there were some great entries to compete with.

I guess I finish this one in my own time. It was a good run while it lasted though.

modeling-man
02-12-2004, 01:32 AM
damn dude!
I was really looking forward to this one. I loved Golden Axe...I was always the chick or the dwarf. The big alpha male character was kinda pointless.
Death Adder always ate so many of my quarters...and hours on my Sega Genesis!

don't give up!
B

Supervlieg
02-12-2004, 09:12 AM
Dont worry, Im not giving up. The work on death adder will continue. It just wont be finished in time for this comp.

CGTalk Moderation
01-17-2006, 03:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.