View Full Version : Game Art Comp 7: Billy - Grim Adventures of Billy & Mandy
04-30-2004, 11:04 PM
Yay!! Couldnt decide between some old school toons (theres so many), some of the newer stuff (or remakes) like space ghost and sealab, aqua teen (somebody do carl dammit!!!) etc. Ren and stimpy >_< But i figure ill leave the good stuff to the pros and make one less known but still cool... and im my skill range (i hope, doh).
05-01-2004, 12:31 AM
Got a little bit started :P
05-01-2004, 07:05 PM
05-02-2004, 06:06 PM
Ok 1471 tris atm >_<
I know i can clean him up alot, and will.
Im wondering though if anyone will give me some advice, on his face. As is i think i could make him look pretty good, but i dont think i would be much competition for some of the others. So, since the main part of a char like this is the facial expresions, i would like some advice/help on how to go about making him get some of those expresions. As oposed to having just that one dumb look, id like to remove that and his tounge and make it animatable somehow, but im a noob and it seems very hard heh.
What do you guys think, should i stick with making one good look on his face, just choose a good one and go with it, or should i go for making him have multiple expresions.
Also on the eyes and eybrows, should i model them or texture them, since they are pretty flat in the show on him it would seem out of place for em to be 3d, but then again it may look better that way >_<
i would add some segments to round out the tongue a bit, looks very blocky right now... ;)
sorry i cant help you out about the facial expressions
05-02-2004, 10:28 PM
Thats ok :P
Ill prolly delete the tounge, and try to make a new one that works with however i attempt to animate it lol.
Gonna try to cut the poly count in half heh.
05-03-2004, 02:34 AM
can/will his mouth be able to open?
05-03-2004, 05:29 AM
Thats what i need some help/advice with :P
05-03-2004, 01:53 PM
I think you need to get the polys round the mouth to 'flow' more - think edgeloops - like the ones you get with proper high poly heads. If you have neatly constructed geometry, then you should be able to deform your model to extremes. At the moment, it just looks like youve cut an edge out of a sphere. Look into doing edgeloops for the mouth.
Thats why i didnt choose dexter - because hes drawn differently for each angle, and his hair always faces forward, it makes it very difficult to realise in 3d. This guy seems about the same too. It looks a lot like him in that particular pose, but you need to bear in mind the extremes that his face will be in for the different expressions.
05-04-2004, 12:21 AM
Yeah i just cut a line there lol.
Ill do a bit of searching on some edgeloops, i knew thats what i needed to do but i had no idea what they were called so i didnt search for anything on em hehe.
Back to :wip:
05-04-2004, 08:24 AM
Damm i messed with trying to figure out how to do his face all day heh, i dunno if ill be able to do that >_<
All i did was butcher it and restart like 4 times :buttrock:
I think im gonna have to try to get a good retarded look on his face that works from all angles. I guess for a video game, youd only see him in third person running around, with a few face shots. So im gonna go with trying to make a nice tounge that can flop around and maybee have it so his mouths hanging open, and can bob open and closed a bit.
I dunno >_<
I was thinking about trying to make another mesh that just rests on his face that i could morph around keeping it against his head but i dunno. Im a noob >_<
05-18-2004, 01:44 PM
Dont forget - the deadline is in 2 days (20th May)
Please, PLEASE try and get it entered because theres a severe lack of finished work on show!
01-18-2006, 04:00 AM
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