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dpizzle
08-23-2004, 12:21 AM
PICTURE BELOW, UPDATED

here is my most recent project...

he is supposed to be some kind of bad guy with a breathing aparatus connected to his helmet, and a tank filled with some kind of toxic chemical that will either come out of a flamethrower looking gun, or a thingy connected to one of his gloves.

i am currently working on his head, but i can't figure out how i want him to look just yet.

but anyway, any help or comments would be greatly appreciated

thanks a lot

PICTURE BELOW, UPDATED

Kyan
08-23-2004, 12:51 AM
looks cool, man! I like his boots.

This character reminds me of one of the bosses from Skies of Arcadia.

My only critique is that the pack looks huge and heavy for such a thin character, especially the profile view.

GradiusCancer
08-23-2004, 05:47 AM
agreed! While the comically oversized pack would work great for a small fodder enemy, as a main character, this should be much smaller. It has a negative affect on the profile and you've put a lot of great working in to that. This character looks super cool otherwise! Really love the proportions.

dpizzle
08-23-2004, 06:10 AM
thanks a lot guys, here's an update, i'm not so sure about the design of how his tank is connected to his helmet for his breathing aparatus type thing

any suggestions?

dpizzle
08-23-2004, 08:03 PM
UPDATEd ..

Ghostscape
08-23-2004, 08:29 PM
The connecting tube needs more edgeloops, its way too low detail in comparison to the rest of the model's curvature.

dpizzle
08-24-2004, 06:51 AM
yeah you're right,

thanks man

the_podman
08-25-2004, 05:49 PM
That's a pretty bad-ass model. Reminds me of the bad guys in Beyond Good and Evil for PS2/PC/XBOX/etc...

I agree with the more edgeloops comment but if you didn't want to add more loops, you can just spread them apart more evenly and I think it'll look ok. I would also maybe add just a touch more detail on the oxygen tank thingy. You know, like a nut or bolt or maybe some small pistons. It looks a little too 50s style Flash Gordon, unless that's what you're going for.

Sweet stuff.

-pod

My Knight animation test (http://s40829.sites45.storefront-hosting.com/Rodney/Animation_test_7.exe)

dpizzle
08-26-2004, 09:10 AM
yeah podman i'm going to take your advice about the look of the tank...
thank you :)

i'll post an update soon.

oh yeah, and i kind of got the idea from beyond good and evil
the character design is incredible in that game

http://www.gamingbliss.com/games/unsorted/beyondgoodandevil.jpg

http://www.justplay.nl/media/9/20030930-beyond%20good%20and%20evil%202.jpg

http://www.frictionlessinsight.com/ConsolePreviews/BeyondGE/BeyondGE4.jpg

the_podman
08-26-2004, 01:00 PM
YEAH! That game was awesome! It was too short but I loved every second of it, especially the final boss fight.
Your character is still very original, though. What I like about your model is the sort of old-style scubba diver helmet thingy.
I like the concept of futuristic designs being combined with old tech. Like in Fifth Element, there's this old chinese boat from the food vendor but it's also an airship.

Keep up the good work, it'll look awesome textured!

-pod:applause:

dpizzle
08-28-2004, 07:56 AM
alright....updated

http://3dsurfer.com/files/post_pic_copy.jpg

the_podman
08-28-2004, 03:58 PM
Awesome, awesome, awesome, man!! That looks waaaaay better. Man, it's looking so cool.
I think it's pretty much ready to texture.

One thing I would change, just in case you are planning to skin and animate him. I maybe would make his legs slightly longer. The reason being, when you set up the IK on his legs, he won't be able to squat too far down, resulting in very limited motion. It's always a pain to animate short characters with a lot of stuff on them cause often time, you get geometry colliding all over the place. However, some minor colliding is pretty acceptable in low-poly I guess.

I'm still a newbie, and have only completed two characters in Maya fully(modeled, textured, rigged, animated) so take all my advice with a grain of salt.

Looking forward to the finished peice,
-podman:thumbsup: :applause:

My Maya Knight Animation (http://s40829.sites45.storefront-hosting.com/Rodney/Animation_test_7.exe)

My First Maya project (http://s40829.sites45.storefront-hosting.com/Rodney/Final_Project_Rod_Brett.exe)

dpizzle
12-02-2004, 08:51 AM
okay here is an update, long time since but, anywizzle....
lemme know what you think of his head and face design, i haven't done many human looking characters so the head is kinda hard, but here ya go

the_podman
12-02-2004, 09:31 AM
Yay! You worked more on this dude! Face is looking good, I like the shaping, especially the expression on the brows, he's looking really tired. Now you gotta start texturing, eh? Maybe put a closeup of the face so we can see the edgeloops?
Don't give up! It's a cool character.
-pod:thumbsup:

dpizzle
12-02-2004, 05:27 PM
alrighty then pod
here ya go buddy

dpizzle
01-02-2005, 07:44 AM
started on the texture...
not close to being done, but making some progress

the_podman
01-02-2005, 07:53 AM
Cool! My "one-track" mind cannot multitask like you, hehe.
The color scheme looks good. Don't be afraid to give the colors some vividness. I know the whole "grungy/dirty" textures are "in" right now, but with this particular character, you can probably get away with some vibrant colors. Plus, I mentioned this in another post, model's imho "read" better when the textures are not so dirty. Some PC games have awesome texture detail but they hurt my eyes sometimes with all that grunge overkill, ya know what I mean?

Also, just a quick thought. You might want to set up Maya with either some "faked" Global Illumination via a G.I. script or just throw in at least one ambient light(with ambient shade turned waay down to practically nothing) and try to wash out the shadows when testing out textures. I have found that Maya's "default" lighting can be a bit misleading in what your textures actually look like on the mesh.

-pod
:)

dpizzle
02-14-2005, 01:18 AM
okay, I didn't work on this guy for a while, but I started back with him, and now I'm almost done.
Let me know if the picture is too dark

Ceccotti
02-14-2005, 01:38 AM
looking good! it could use some more detailing tho.

the_podman
02-14-2005, 03:33 AM
Hey, nice to see the textures finally! Looking good. How's you do that glass effect? I would throw just a wee bit of grunge on it(the glass).

Looking good!
-pod
:thumbsup:

goofslapper.com
02-14-2005, 03:33 PM
Really good start on the textures. They need to have more contrast maybe look them in ps in greyscale to see how your lights and darks are comming along.

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