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View Full Version : Game Art Comp 5: mucky : Actraiser


muckywetnoodle
02-06-2004, 06:24 AM
I'm not sure what his name is but here's a concept for an updated, different version of the 2D Actraiser character. I wanted to get away from the generic "guy in armor" or mythological hero so I came up with this.

http://www.ejm.cc/images/cgtalk/febGame/conceptR1.jpg

Color scheme will probably be based on the original character. I don't know how many times I restarted as he was just one of those projects that just didn't go right no matter what. Very frustrating but I'm a little happier with the direction he's going now. If anyone has suggestions for clothing and accessories please feel free (not my specialty). I plan on finishing the concept in the next day.

Here's a couple reference pics in his pixel glory:
http://www.ejm.cc/images/cgtalk/febGame/ref01.gif http://www.ejm.cc/images/cgtalk/febGame/ref02.gif

bentllama
02-06-2004, 06:38 AM
welcome to the fray.

modeling-man
02-06-2004, 08:14 AM
OH HELL YA!
I LOVED THAT GAME! Best of luck to you, and please please do it justice. The music, and graphics were some of the best ever on SNES:)
B

muckywetnoodle
02-07-2004, 11:34 AM
http://www.ejm.cc/images/cgtalk/febGame/conceptR2.jpg

bentllama-thanks homey, glad to be fraying ;)

modeling_man-yeah, I hope so. It was fun.

muckywetnoodle
02-08-2004, 10:20 PM
Not much to look at yet but figured I should show some progress.
http://www.ejm.cc/images/cgtalk/febGame/modelR1.jpg

Neil
02-09-2004, 12:39 AM
so far so good.
How you doin' on that poly count?

muckywetnoodle
02-09-2004, 01:04 AM
It's at 2500 tris. I want to make fingers so I'll probably make the hands next so I know how much I can spend on the rest of the clothing and armor and what needs to be trimmed down.

modeling-man
02-09-2004, 01:47 AM
just a couple crits from what I see so far.
you can easily cut back polys on the shoulder pieces, as well the thighs and rear can be pulled in a bit from the side profile pic.

also, depending on how many polys you need belts can always be easily textured and bumped, instead of modeled out. You'd be surprised how many polys get eaten up when modeling out a a belt which really unless its a huge belt doesn't make that big of a difference in the silohuotte of the model.

Ofcourse that is just my personal taste, and really seeing as we have a 4500 poly limit spending it on a belt ain't a bad thing.

besides that its coming together!
B

muckywetnoodle
02-10-2004, 08:03 AM
Progression:
http://www.ejm.cc/images/cgtalk/febGame/modelR2.jpg

modeling_man-Thanks! I'll be trimming down on the belt. I have the optimizing thing to do now.

modeling-man
02-10-2004, 09:27 AM
sweet!
Keep it up! Model looks good from this angle.
Care to post some orthos once you complete optimizing?
thanks
B

muckywetnoodle
02-12-2004, 08:59 PM
Thanks!

http://www.ejm.cc/images/cgtalk/febGame/modelR3.jpg

http://www.ejm.cc/images/cgtalk/febGame/modelR4.jpg
I am at 4450 tris so I still have some left to finish his shoulder straps and a couple little details. If anyone has suggestions on smoothing and such please do.

I went a little heavy on face detail so that I can build some face states.
-E

Ebola0001
02-13-2004, 04:53 AM
in playing the game i always percieved that he was wearing a golden mask that was part of his armor...

im not sure though... he just looks weird with the wings coming out of his ears and that is the only head armor he is wearing

muckywetnoodle
02-14-2004, 09:30 PM
Yeah, I re-interpreted the head a bit in favor of a more super-hero type head.

UVs:
http://www.ejm.cc/images/cgtalk/febGame/modelR5.jpg

Ebola0001
02-15-2004, 07:34 PM
ant chance for an sdk on that one?... it looks fun to skin

muckywetnoodle
02-20-2004, 05:09 AM
Yeah, if it seems enough people are interested. ;)

I am hoping to get a little feedback on the textures so far. The head is most finished.
(click for larger)
http://www.ejm.cc/images/cgtalk/febGame/texturedR1.jpg (http://www.ejm.cc/images/cgtalk/febGame/texturedR1_lg.jpg)

modeling-man
02-20-2004, 05:18 AM
well done! the textures came out very vivid but still retain alot of detail. Self illumination i imagine? Care to show the model with some groovy lighting? I would maybe desaturate the blue a bit or maybe try some variation in the colors as they turn into shadows.
B

muckywetnoodle
02-20-2004, 05:49 PM
Thanks! I'll work on that blue. It's self-illuminated now. I'll do a couple lit versions once he's rigged. I just hate that stupid airplane pose. :)

btw-Kain looks so much better once you fixed the shoulders. Forgot to mention it.

Beastie
02-20-2004, 08:43 PM
oo Actraiser, that game was great back in the day. The model is looking go so far. You forgot one thing though...wings!! Man, you gotta give him his legendary wings!

modeling-man
02-20-2004, 08:45 PM
Noooooo
the second Actraiser was so lame looking...looked like Thor:P
The first one was rad. The concept for him was way cooler IMO.

can wait for some sweet poses!
B

Beastie
02-20-2004, 08:50 PM
Oh, I thought the first guy had wings too. My bad. Geeze, Modeling-man were you guarding the post? Lol, you posted before mine even refreshed. =P

muckywetnoodle
02-24-2004, 05:46 AM
Thx! So I got the rigging done and some face states. I'm not satisfied with them yet so I'll be pulling on them some more and building more. I forgot to ask if anyone had thoughts on specular and bump maps? I'll probably do something with the armor pieces. A little lighting for modeling man ;) Nothing too dramatic though.
http://www.ejm.cc/images/cgtalk/febGame/riggedR1.jpg http://www.ejm.cc/images/cgtalk/febGame/faceStatesR1.jpg
Got to take a few days off from this but comments welcome!
-E

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