View Full Version : Death Knight
CataFa 05-04-2005, 09:39 AM Hi guys, this is my entry for latest cgchat comp. C&C are more than welcome
3422 polys and 2x512 texture (color, specular)
Concept:
http://www.fiart.biz/temp/deathknight/death%20knight2.jpg
Model:
http://www.fiart.biz/temp/deathknight/DeathKnightPerspective.jpg
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Blackgeni
05-04-2005, 10:28 AM
Looks good but he is abit fat.
AdamAtomic
05-04-2005, 03:34 PM
I think it could use a lot of work. Here are some basic guidelines for your next project:
1) When you are designing armor or an outfit, try not to have too many different styles going on in the same costume. Just from the knees down you have "teeth", many right angles, some convex curves, some concave curves, and various pointed pieces of the armor. Practice unifying your design elements before proceeding on to the model.
2) I heavily recommend finding a reliable and detailed anatomy reference. It is useful to have one around for any humanoid model you make for a few different reasons:
A - Proportions
B - Musculature (even if your character is armored like this, it can give you ideas for how to shape the armor)
3) When you are designing primarily black armor (or dark/monochrome anything really) I think you'll find that you'll be able to work in subtle colors in lots of places to help give it some more life. dark reds and blues are perfect for this.
CataFa
05-04-2005, 03:52 PM
Thanks for the comments guys.
Blackgeni: I did him a little bit fat intentionally.
Adam Atomic: You are right about the colors, but I think that the proportions are not so wrong. Probably the perspective view doesn't help and he is wearing an armour that can change a lot the standard human proportion. Anyway here are the orthoviews
http://www.fiart.biz/temp/deathknight/deathknightortho.jpg
AdamAtomic
05-04-2005, 04:03 PM
I marked over your pic real quick in photoshop. From the waist up everything is actually pretty well-proportioned, but the legs are WAY too short. This is a VERY common mistake, and one that I have only begun to correct in my own work recently. Also, I know that different people have different proportions, etc, but a good general rule is that the exact midpoint of your character should be the bottom of the crotch. Your character's midpoint is at his belly button! I marked out basic proportion lines so you can see what I'm talkin about. Hope this helps!
GradiusCancer
05-04-2005, 04:16 PM
Nope, he's right, the proportions are way off. The legs are too short, the helmet, forearms and gloves are much too small for someone to wear.
I also agree with Adam concerning the armor design. Additionally, he'd stab himself on his own armor during battle. For example, if he's knee buckled, and he fell down, his heel spike would penetrate the back of his thigh. Honestly, the position of the spikes there could only cause him trouble. Why not a spike on the toe? Then it'd be of some use in battle as he could kick someone with it.
Rework the profile (silhouette) of this character, because minus the spikes and shoulder pads, you have a generic male profile. He has no butt, chest or traps. Shoulders need to be brought back, and side profile is tube-like.
Post a wireframe shot of your character, without this no one can can give you the exact technical crits you need to improve this character's deformation and polygon use.
CataFa
05-04-2005, 04:53 PM
I'll try to fix these points about proportions, thanks. About the profile, there are armours that looks almost flat from the side, but if it looks so bad I'll try to fix it. In the mid time here is the wireframe:
http://www.fiart.biz/temp/deathknight/deathknightwire.jpg
CataFa
05-04-2005, 06:54 PM
I have changed the proportions of helmet, arms, legs,hands and I think that now he looks better, let me know what you think.
http://www.fiart.biz/temp/deathknight/deathknightortho2.jpg
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