View Full Version : Game Art Comp 6: Mani / Brotherhood Of The Wolf
03-18-2004, 06:55 AM
Brotherhood of the Wolf is one my my all-time favorite guilty pleasures (along with Fifth Element and Deep Rising). Someone mentioned it in david's thread, so now I wanna model Mani the ass-kicking machine (if you haven't seen the flick, do rent it, if only for the enormous quantity of ass that gets whupped on a regular basis). Mani kicks everybody's ass, its great.
03-18-2004, 12:34 PM
niiice! will you try to do both outfits?
03-19-2004, 08:20 PM
early face modeling - I'm not using image planes, so its taking a little longer to get the features right, but its more fun!
03-19-2004, 10:51 PM
did a little "research" and then finished up the face, this is pretty close to final i think.
EDIT - still cleaning up the geometry around the mouth and elsewhere - going to try and keep him strip-friendly!
EDIT AGAIN - I think I am going to do the trenchcoat + tricorn outfit only - not sure what to do for a prop...
LAST ONE PROMISE - about 1210 tris right now, a little heavier than i wanted...i may go through and clear some polys (i was shooting for 1000, and I didn't even make ears yet)...
03-19-2004, 11:56 PM
I'm noticing that a lot of entries are choosing to put a lot of geometry in the face, it makes me wonder if I'm being too sparing in my own model.
Good start, looks pretty close to the actor already.
P.S. 5th Element isn't a guilty pleasure. Anyone who mocks you for liking that movie, is clearly an uncultured slob without a hint of the sophisticated pallete required to enjoy such a work of art.
03-20-2004, 01:12 AM
seeing this contest, i had a bullet in my head that said to me "make Mani with his badass hat and tenchcoat, like in the first scene where everyone gets their assen handed to them". upon realizing my skills are FAR from mad enough to pull this off, i bailed. it is now UP TO YOU, adam atomic, to take up the reins and do this noobie proud!!
and yes: Fcuk the savage look (unless you have time), its all about Mani and his coat/hat outfit!!!! for a prop you can make his Staff of Whup-ass from the aforementioned scene.
03-20-2004, 03:31 AM
thx for comments guys - yeah my guy is actually a little TOO geometry heavy in the face right now, but I figure I will take advantage of it as much as I can due to the texture limitations. The more detailed the geometry is the less I will have to rely on detail from my texture (I hope).
03-20-2004, 11:44 AM
great choice and great model, except for his lower lip. It's not prenouced enough, to flat. And also the nose bridge (is that how you call that?) looks to sharp.
Another thing is you are wasting polygs all over the place and your edge loops are all messed up. The lips are way to detailed for one and also in other places it seems you got to much polys going on. I think if you clean up your edge loops your going to get a model with less polys, but that still looks as good.
I think this is the first model that really got the look of the actor right. Keep up the good work.
03-20-2004, 03:13 PM
yep you're right :D I do intend to go through and clean up the geometry as best as I can, especially around his lips and cheeks. I think you're right about his lower lip as well, I will work on that. I added some beveled edges to his lips and eyelids to help define the geometry there - it looks great in closeup shots, but I may end up pulling that if it becomes problematic. Thx for the feedback, definitely helpful!
EDIT - A little bit of pre-work progress - got him down to 914 triangles at this point; he should be down around 900 or so by tomorrow night, but that will be including the ears (yikes). I'm not sure where I'm gonna trim the last few tris from yet...
If anyone has any ideas on how to get the model to resemble Mani a little bit closer, or where to lose the tris from, I'd definitely appreciate them - I think I've got him close, but theres still something missing...maybe its just the hair, I'm not sure. Thanks!
03-24-2004, 05:18 PM
~1100 triangles so far:
03-24-2004, 05:50 PM
Looking good sofar.. I wanna see some head textures soon! You can't really compare it to the real deal with just a mesh.
03-25-2004, 05:21 PM
You should probably seperate the hat and face into seperate smoothing groups (and perhaps more than one for each) to sharpen the seperation between head and hat.
03-25-2004, 05:55 PM
Great choice of character...... I love the character designs from the film.....
01-17-2006, 06:00 PM
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