View Full Version : Game Art Comp 6: Nathan Fillion / Firefly Serenity
03-19-2004, 05:47 AM
its the fella with the coat of a brownish color in both gorram pictures
here i go..
I do belive that broke the back of this here undertakeing
03-20-2004, 12:31 AM
this is gonna rock, big time!
03-20-2004, 01:03 AM
i see you are taking the "eye of the beholder approach", where you present an abstract form and let the viewer spend all the time modeling and fashioning it themselves into their "own interpretation". stunning. simply stunning. :)
03-20-2004, 01:11 AM
no no no
seriously, this is gonna rock!
03-20-2004, 07:10 AM
oh, i have complete faith in this project. i do. its just that his entry post nearly had me falling out of my chair laughing. (i mean that as a compliment!!)
03-20-2004, 07:48 AM
er...... nice cube!!! hehe
03-20-2004, 09:53 AM
I think it would look a lot better if you chamfered the edges =)
03-20-2004, 12:05 PM
What I believe you people are failin to take into account is that I hand modeled that cube poly by poly,
it is in fact alredy at the 4500 tri limit (thats not a render, its a lit wireframe)
textures help to add detail of course so here ya go
just you wait till it has normal maps...
03-20-2004, 01:00 PM
ok, enough of this foolishness
heres the head so far, post the body up when ive tweeked a little more
03-20-2004, 03:20 PM
03-21-2004, 01:27 AM
yay, it rocks!
it would be really good / boost it a lot. If he had that expression on his face or some kinda expressiion on his face, the one from the second pic, this would be more in keeping with his character and would make it a lot more intresting to look at.
03-21-2004, 02:00 AM
That's kicking ass, although I agree about needing an expression.
03-21-2004, 03:17 AM
Actually thats precisely why I chose the subject I did for my entry. The role he plays in Whasango is soooooo campy, that he walked around with an expression, and posture that is unique for that actor to that role. I figured this would be very helpful for me in creating the impression that my model was my actor.
However that being said, this model is one of the few that does such a good job communicating the actor's actual face with just geometry. I said it before, and I'll say it again:
03-22-2004, 03:24 PM
The likeness is weakest from the direct front at the moment I think,
I'd like it to be recognisable even before the textures
he's at 2500 tris here, some bits need more detail, some bits cleaning up a little
03-22-2004, 04:09 PM
keep going! its shaping up nice, theres a optical illusion goin on with the head, but the situation will be under control over there im sure of it.
03-23-2004, 08:51 AM
few tweeks, bulked up the back of the neck a little, bit of work on boots and sleaves
03-24-2004, 04:12 AM
Lord Dowswell - seriously, this is gonna rock!
How could i have ever doubted thee, Lord Dowswell?? this... this ROCKS! i cant BELIEVE the degree of realism and control you're getting from so few polies. i am thoroughly astonished.
you've come a long way from that 6 sided box there, boyo! :)
(i dont suppose it would be asking a little much for a wireframe at this point in the process? just to see how you do what you do?)
03-24-2004, 04:36 AM
Second above, wires would be nice. Looking good keep it up.
03-24-2004, 05:19 AM
great sculpt, it looks perfectly human!!
03-24-2004, 05:43 AM
really great !
you have really great skills that is a very nice modeling
do you have any website or gallery ?
03-24-2004, 06:19 PM
thanks for the kind words all
my website is here
been doing 3D for a while, but just getting into game stuff cos Im looking to get a job in it.
was working on this before I started this comp, tho it's not finished, it shows some textureing, hopefully this will improve again on the new ones
will update later as I have mostly been working on the Thora Birch and doing some test normal mapping cos I hadnt done that yet
03-25-2004, 10:50 PM
Holy crap Kev man!
Really nice work there. No crits this far!
03-25-2004, 11:24 PM
lookin really very nice...the optical illusions gone now...yay
04-19-2004, 06:57 AM
well thats the comp done,
but I'm goin to spruce him up a bit still, higher res textures, more detailed normalmaps and the like (also finish off the coat version)
didnt get the ghostworld one done for this, so I'll be completeing her at some point also
1st 2 there have shadows which I think helps with the likeness
04-19-2004, 09:59 PM
he's got a blackhole in his crotch D:
nice stuff on your site.
I would fix that crotch. and i would like to see a less greasy skin texture, IMO. I would also like to see less of the "i'm gonna kill you" look in his eyes.
04-20-2004, 02:09 AM
oops, that'l teach me to post stuff when tired, forgot to down that layer again after a crash and just didnt notice (at that point it could have turned bright pink and I probably wouldnt have spotted it)
Also does that help with the mad look in the eyes any?
this one has an alpha for the eyes, i tried it out but thought it maybe looked to fuzzy with the low res textures...
04-21-2004, 12:21 AM
Looks great. Definately looks like the subject, the eyes are a little manic though.
04-21-2004, 01:50 AM
its a shame you didnt enter this version for the comp, the trousers look so much better there with that layer switched off
let the criting begin!
definetly looks like the subject...which is hard to do but superbly achieved here, very well textured.
the hands the head, and the shear fact that the whole things 3078 tris...I'd be strongly inclined to up that and do more little detials, buttons on the shirt, better braces...
the lower collars a bit odd, it needs more work on the texturing theres too much of a harsh change from collar to skin if that makes sence.... perhaps more modeling there too on the collar would fix that.
04-22-2004, 08:04 AM
I see you used normal maps, but I can't see them appearing on ur model. Could u post up a front render without it then a render with? I'm going to be normal mapping a character I'm working on, and I'm kinda worried about details that'll get lost when going from the high res to the low res model, and I'm just wanting to see the difference on ur model.
04-22-2004, 09:59 AM
nothings changed cept he's a little happier in this one,
Gyzer- ya can see what the normal maps do more on these pics,
main points being
the lines on the back of the hand the knuckleing on the fingers
the spec on the boot in the 1st one picks out what its doing there
and the way the the belt bit on the holster looks like a seperate peice
also the string around his leg that holds the holster on and the slight creasing away from it
main problem with using normal maps on this was I think the texture size limit, some of the detail was lost because of this
i'll post a grey render of it with the normal maps so yan see very definatly whats what
also I unwarped everything seperatly cos when I tried doubling up things like the hands and generateing the normal maps it went screwy, however I just tried slideing the uvs for one hand over the other after the maps already been generated and it works fine
is this an ok thing to do? cos if it is I could have got more detailed textures on some stuff
04-22-2004, 04:51 PM
there ya go, thats it plain, normal mapped, and normaled and textured, was messing with eyes just now and set them to glinty
01-17-2006, 06:00 PM
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