View Full Version : Beast and Rider WIP
Spongerock 01-28-2005, 05:30 PM Hello, I don't post here much but I've decided my latest work needs critiquing. The idea behind these models is a wandering rider and his beast. Since the beast concept wasn't like any animal on earth, I decided to keep the rider's design somewhat alien and mysterious as well. I'm basically at the point now where I'm done modeling (besides maybe a few weapons I still need to think about and design) and I want to get to texturing as soon as possible. I first want to make sure there aren't any glaring problems that I'm not noticing. So thanks in advance for the help.
Modeled in 3d Studio Max
Beast and Rider
http://208.46.138.199/kquinn/tests/rider29.jpg
Rider
http://208.46.138.199/kquinn/tests/rider29_rider.jpg
Beast
http://208.46.138.199/kquinn/tests/rider29_beast.jpg
My Portfolio (http://208.46.138.199/kquinn/index.php)
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ladencrown
01-30-2005, 11:53 PM
The benefit to designing non-worldly creatures is that there's nothing people can directly compare it to, and find flaws. The beast looks good, and the simplistic style will ensure that the focus is on the texture.
I see a few small issues with the rider, however. First, the elbow area is quite small, and from looking at your portfolio, this appears to be a tendency (I refer to your Soldier character). While the human arm is narrower at the elbow than at the bicep, it is also wider. If you're going for a less humanoid appearance, you'll have to make similar adjustments over the entire character so it doesn't look like a mistake. His writsts are also fairly narrow, especially considering the fact that he's wearing gloves :: how did he push his hand through such a small opening? Even if they're skintight, his visible muscule structure suggests a sturdiness that's contradicted by his wrists. The last obvious thing to me is the shape of his heel - it's quite round. Usually, when a person puts weight on a heel, it tends to flatten, and spread to the sides more.
Apart from that, he looks fairly clean - your topology is mostly efficient, and his outfit and hairdo successfully suggest 'alien and mysterious.'
I look forward to the textures.
AdamAtomic
01-31-2005, 01:15 AM
awesome! looks very cool, definitely would fit into a FF-style game with no problems.
i'd make the middle leg joint on your beast a little thicker though. granted, it is otherworldly, but there is no way to fit the thick leg bones you'd need to carry a human, plus the tendons necessary to move quickly into that joint. Also, I think the tail might look better if it didn't droop so much - if this animal were real it would need to stick out more in order to balance that long front torso over the hips.
Spongerock
01-31-2005, 06:20 AM
Fixes:
- Updated the foot
- Fattened + elongated the fingers while making the thumb smaller, the glove in general is larger now and much more.. glovelike heh
- I brought in the pants bulge just a bit.
- Fixed the elbow area I think.
Once again, crits/suggestions appreciated.
Triangles: 7726
Polygons: 4110
(I was shooting for around 8000 tris)
Rider Update
http://208.46.138.199/kquinn/tests/rider30_rider.jpg
Spongerock
02-01-2005, 06:06 PM
Started the high poly model for the normal map.
http://208.46.138.199/kquinn/tests/rider33_high.jpg
Avion
02-01-2005, 06:46 PM
Looks realy great!
But i would change the Shoulderplates complete. I think they are not stylefitting...
And in the normal map you should have toes.
But anyway realy great high/low,
Jesterday i have visited your website, great work u have made! :thumbsup:
Where have u studying? -(Gameartist)
Spongerock
02-01-2005, 08:08 PM
Thanks for the suggestions Avion. I think I will try a differen't shoulder armor design and I'll definately be modeling toes. I haven't been studying anywhere, I'm pretty much taught myself how to model.
danydrunk
02-02-2005, 08:40 AM
are you doing the high res in zbrush?
Spongerock
02-02-2005, 09:29 AM
No, I actually haven't had a chance to try zbrush yet. The high res is being done in max.
Podunkly
02-02-2005, 10:35 AM
I apoligize for posting on your thread with an unrelated question but, I see that you have your images right on the page of your thread, i was wondering how to do that. the only button that ive found so far to insert an image asks me for a URL which then links to my pictures on another page. No one wants to take the time to click the links, which i understand, but i would like some feed back on one of my work in progress threads, and it seems that the only way to do that is to have the image posted straight onto the thread. please shed a little light this way, much appreciated. BTW, your models look awsome, really low poly compared to what im used to. What program were they modeled in?
dmonk
02-02-2005, 01:10 PM
Nice work and I sy definitely go with smaller shoulderpads. I thought it looked much better in your high res version without them. good luck witht he normal maps.:thumbsup:
Spongerock
02-02-2005, 04:34 PM
I apoligize for posting on your thread with an unrelated question but, I see that you have your images right on the page of your thread, i was wondering how to do that. the only button that ive found so far to insert an image asks me for a URL which then links to my pictures on another page. No one wants to take the time to click the links, which i understand, but i would like some feed back on one of my work in progress threads, and it seems that the only way to do that is to have the image posted straight onto the thread. please shed a little light this way, much appreciated. BTW, your models look awsome, really low poly compared to what im used to. What program were they modeled in?
You just need to use the ubb code, type:
URL
Thanks for the comments, they were all modeled in 3ds Max.
danydrunk
02-03-2005, 01:10 AM
spongerock, if you can once you finish normal mapping your character could you write a small step by step of how you normal mapped it? (just the process of applying the normal maps to the character. thank you
Spongerock
02-03-2005, 11:05 AM
Got a chance to work a little more on the high poly version of the model. Added toes, and generally updated the feet and added some detail to the straps. I'm pretty close to finishing this, and moving on to weapon design and the high poly version of the beast.
Suggestions/Crits appreciated.
http://208.46.138.199/kquinn/tests/rider34_high.jpg
Danydrunk, if I have time after I complete this character I'll try to put up some type of tutorial, although I've never actually written one. Until then I'm sure there are a lot of tutorials right here on these forums you could check out.
danydrunk
02-03-2005, 06:07 PM
yeah I have checked some, but for some reason there are still things unclear. Ill keep checking tutrials here, and if you can do your own it will be awesome.
Relic
02-03-2005, 06:54 PM
I'm really liking this, I think everyones gotten to all the little tweaks that were needed on the first one. Liking your portfolio too.
Relic
02-03-2005, 07:03 PM
yeah I have checked some, but for some reason there are still things unclear. Ill keep checking tutrials here, and if you can do your own it will be awesome.
There is a small one that uses zBrush2 over at www.poopinmymouth.com (http://www.poopinmymouth.com)
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