View Full Version : Beast - WIP
06-04-2005, 01:59 AM
I'm planning to do this over a number of days in the next 2 weeks. To create a textured model. Just started with some thumbs, not even thought of the design yet only the shapes. I'll continue later, feel free to suggest the best shape. When I have decided its time for some high concept art.
06-04-2005, 02:07 AM
I like agile better. It has the most interesting shape. The rest of them kinda looks like a mix and match between two different species: Confident - Horse with an eagle head. Clumsy - bear with a vulture/parrot head. I feel the look and idea behind these are not strong enough. Keep doodling, and keep from restraining yourself by having to fit the parts into a known category. I know you can do a lot better than this.
06-04-2005, 04:33 PM
Ok, I went with agile. Been working on the actual design, let me know if you think one stands out or maybe mix and match some of the elements. Next step...high quality concept.
edit: Oh yeah, I've never really modeled an animal. Is there a standard pose for something like what I'm doing here?, the current pose would probably cause animation problems but then if everything was stretched it would lose its shape. I'm guessing the solution is to do it stretched, rig and then adjust? Even then, I'm not sure what a 'stretched' animal like this would look like. I'm sure I will work it out but if anyone has advice would much appreaciate it.
06-04-2005, 04:54 PM
i think the industrial one and the wild one are looking really good right now .. you can really take the design places if you go industrial .o rmaybe that just me im in a weird quake/doom style right now.
06-04-2005, 05:29 PM
Yes, the industrial look might have a lot of promise because the details you can add are endless. I prefer the amphibian look though, the interlocking plates of armour, like an armadillo is a very strong look, idea wise. The tail on the wild one really looks weird as in out of place... But I like the idea of the mask on the wild one. The tribal paints and feathers on the unnamed one are good ideas and could be used on either of them.
06-05-2005, 12:00 PM
2 wip high quality concepts coming up...does any of them stand out as the better design? I might do a third design so let us know if you have any crits/ideas etc thanks
06-05-2005, 03:48 PM
the first one stand out as a clearer better design but it doesnt have the details that the industrial one had i thought that the tubing nag lamp were good ideas .
06-05-2005, 06:14 PM
I like the helmet of the lower one better, but then the top one for everything else...
That`s good concept...
I like the first concept.. The plate on his back.thats good idea. :thumbsup:
06-07-2005, 11:57 PM
Happy with my design (ish) at last, time to move on to modeling. Question...is the lamp good/bad?...I'm dubious...
06-08-2005, 12:23 AM
Nice concepts you have there :). On your colored version, I like the lamp idea, however, I would maybe make it a little bit smaller. Also, I liked the concept of the gas mask. Maybe you could add that back in under his helmet? I would also work on the color scheme more. For some reason those colors don't seem very industrial to me. About modeling, I think it would be fine if the front legs were modeled as they are in the concept, but you might want to model the back legs more stretched out (like halfway between fully stretched and how they are now). Can't wait to see the modeling phase! :thumbsup:
06-09-2005, 01:09 AM
R.I.P lamp...Thanks for all your crits and advice,
modeling stage 1 of 4, basic shapes and layout. I've slightly adjusted some of the proportions and shapes, the biggest change will be the head but also the legs/arms a bit shorter etc. Anyone know if in the game industry you were given a concept if you would be allowed to make proportion changes etc?...I'm guessing changing the head would defo be a no no?:D
Loving this shape and form!...
06-09-2005, 09:57 AM
Cool...I dig the line work especially in regards to the concepts, as for the model..the silhouette and proportions look good...but one area that caught my eye was the lack of detail to the neck in comparison the concept, also I would suggest going for the seamless mesh route instead of segmented meshes as it kills the illusion (maybe you have'nt gotten round to this yet?) of continuity...it's coming along nicely tho'....to answer your question tho' in my exp it's not generally a good idea to stray too much from the concept, but it depends who the company is and their work ethics towards this, but sometimes there are cases where technically the would struggle to work and tweaks or changes will have to be agreed upon with the AD...but this is just my experience...
06-09-2005, 08:41 PM
Johnwoo, yep...I do things in stages. Above was stage 1 which is just the blocking out stage. Even on stage 2 everything is detatched, I do it like this as I find it easier to play with proportions and angles etc. Next is stage 3 where I will start modeling the pieces into each other.
Not sure if to either add some detail with a extra 1000-2000 so polys or just to use a high poly version I'm also working on as a normal map (I have had bad experiences with NM in the past). This model here has about 6100 tri.
06-09-2005, 09:37 PM
hey that's looking good.
i like the one with the gas mask bestest...
06-10-2005, 05:49 AM
Nice creature. What I really like are it's legs, great. Keep updating.
06-10-2005, 08:54 PM
I'm at that 'losing faith' stage now...stage 3, where everything (apart from the tail) is attached. Not too sure of my geometry, if its creating the right shapes etc. Next stage is final stage which involves tidying up and optimizing, so feel free to provide any crits as its now that I really need em
http://www.caponeart.com/del22.jpg. I can take it.
06-11-2005, 06:51 AM
Looks very nice, Maybe the hones on the head could use a little bit of optimizing, as well as the hands, (though it may just seem like it because they are actually tris,) how far are you from your poly goal? Seems like a good mesh with a nice silhouette. Also maybe the rear knees donít need to be quite so dense
great work !
06-13-2005, 10:02 PM
About done, but really hit a problem. I'm really needing to move on, but I've adapted this high poly version from the low poly but I just don't have time to go around the mesh changing every single tri into a quad.
The idea of doing the high poly was to show I can do it, but I feel its pointless showing it if it goes against one of the core rules of high poly work, all quads. So I may ditch the high and work on another project which focuses on high poly (rather than being a adapted low poly version) while I wait for feedback on my showreel.
Have I really gone about this the wrong way, maybe I should of built the high poly and adapted it into a low?...
Also, when I texture it I am going to unwrap the low poly, save uvs and put on high poly (if I go ahead with this), can anyone confirm that as a good method?
06-14-2005, 02:58 PM
Really nice creature. I also picked the industrial from your concepts, it had a lot of character in the drawings, and it caught my eyes from the get go.
06-14-2005, 06:11 PM
its a neat little guy, i liked the gasmask concept too.
06-16-2005, 12:14 AM
Texture WIP, should finish this project tomorrow night. I'm using two 512 maps (probably diffuse,bump,spec and illumination)
one of the maps as it is at moment...
06-16-2005, 01:09 AM
Nice work on the texture. It's gonna look a real beaut if you get those bump and spec maps together nicely...
06-17-2005, 02:05 AM
Finished...6000 tri and 2x 512 diffuse
06-17-2005, 07:28 PM
Hi, this is great work!
My workflow for high poly
(1) Modeling - this can be done a million ways, I either make a base model out of quads then split it of into low and high poly vertions eventually triangulating the low. Or My most recent way is to just make the hi poly first then use it as a ref to make the low from scratch, (it really dosent take that long doing it over since you have the mother of all references (your hi poly model)
(2) Texturing / normal maping - This is real easy, all u have to do is unwrap your low poly, I then us T baker to bake your high poly onto your low, it uses the uvws that you made to place the detail on the low poly. Then I just use the normal map it creates as a guide in photoshop to paint on the details.
hope this helps, and great work again!
06-17-2005, 07:28 PM
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