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tantoedge
10-11-2004, 07:14 AM
Not one to wait when I'm on a roll.
Here's the next character I'm developing. A gunfighter, as a main character model, thusly a higher poly count.
The idea here will be futura... steam punk... final fantasy??

http://adp.250free.com/gunfighterwip01.jpg
I still need to decide what type of hat he'll get.
No, no dusters planned. Just a bandolier, actually. I'm trying to blend System Shock with Old West.

tantoedge
10-11-2004, 08:24 AM
And here we are an hour later... adding detail, adding mesh...
Trying to get a workable vest idea...
Yes I'm winging it.
No references yet. Maybe I'll sketch something if I can't make a decision.


http://adp.250free.com/gunfighterwip02.jpg
I'll be the first to admit, maybe it needs a different location for the holsters.
You'll note I placed them a little higher than the waist for cross draw action!... speaking of which, the waist is a little high. Back to work then...

tantoedge
10-11-2004, 09:46 AM
http://adp.250free.com/gunfighterwip03.JPG

Gunfighter head WIP.
I was originally intending to make an extreme pointed chin, but after my previous model, I decided to subdue the Leno.
I might have to stop working on this model for tonight...
Watch some kurogane... eat some cereal, play some tenchu 1, then sleep...

So there's the first night with the gunfighter.
So far, fist fighter, gun fighter... next should come the tactical soldiers, cyberdogs, scientists(mad?) and mechanoids...

Maybe I should do some sketches...

Talking_Pie
10-12-2004, 12:03 AM
Great start,
it looks like you're well on your way to having that done pretty quick. i like the cross universe-style thing you're going for, hope it doesn't end up being too much to handle. old west cross final fantasy while watching tenchu heh. having said that, although myself not really knowing much about game design as so, a couple things i may take another look at; from the frontal view of him with his vest on his arms look like they could easily touch his toes without bending much, you may want brush up on the length of those. i know you said you didn't use any references or concepts but i'd still consider throwing a basic generic reference pic in the front viewport just to get more general guide lines for the proportions. or it could just be the angle im viewing it at maybe the legs could be longer to offset it instead too.

i think the head could be revised a tad also if he's human or whatever i'd maybe start by making the eyes larger, reworking the cheek bone some and slapping on some ears. the rest is great, i like the topology you got going on the face looks pretty solid and i really like the shoes.

tantoedge
10-12-2004, 07:41 AM
http://adp.250free.com/gunfighterwip.jpg

Added some more topology, smoothed the fingers for a while, got bored of smoothing, added lines to define body structure and gear. Building further bits and bobs for about his self.
Added topology for joints, still more to go, been researching wires as we go, being this is my second model...
Save a thousand or so for the weapons and we'll be calling this ready for dress soon.

tantoedge
10-19-2004, 01:00 AM
So... after my sister fried my computer (don't ask, I don't really know) I ended up restarting this project.

I can't seem to take a screenshot here at school, so I'll post it when I get home later.

tantoedge
11-01-2004, 09:06 AM
http://adp.250free.com/gunfighter.JPG
He has been rebuilt! And I'm still tweaking lines.
Soon to be unwrapped and rigged.

Brent Turbo
11-01-2004, 10:10 AM
He has been rebuilt! And I'm still tweaking lines.
Soon to be unwrapped and rigged.
Depending on what level of quality you want the finished product to be, I'd suggest working out some anatomical issues before jumping right in to texturing and rigging. Find some orthgraphic pictures of humans (the generic option: www.3d.sk / www.fineart.sk) and compare your proportions side by side.

Then get to work on that head. In comparison to the flow and poly spacing of the rest of your model, your head has an insane number of polys with little detail. For 95% of the game engines out there, quads are only beneficial in areas that are deforming. Once you get away from the mouth and eye area, assuming they'd even deform at all, there's no need to keep it quads on the head. And as for the face model itself, again I'd suggest getting a front view photo of a human head, and then putting your head next to it and start comapring and contrasting. Modeling is 90% observation.

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