View Full Version : my lil hero project
07-03-2005, 04:11 PM
Got an idea for a cartoony character..gonna play around a bit, and make him real bold in color. He's some kinda forest spirit that...well protects the forest.
drew it last night, started this modeling this morning.
All crits and shits and grits are welcome and appreciated. ;)
07-03-2005, 04:37 PM
I like the concept; is he going to be for a short film or you putting him into a mod?
So far the model doesn't look to hot. The face isn't looking like its going to end up near the concept if you continue along this path, and that's because of the way you structured it. You have edge loops but they're not defining much of anything just yet, especially the ones around the mouth.
But then again this is a wip, and for all I know this may just be the way you work in the beginning. Let's see more :)
07-03-2005, 05:42 PM
yeah, i start posting real quick, cause i value you guys's opinions. he's not for a mod, but i may put him in a custom built engine, i dunno. I also have an environment to go with him, but I'll be working it a lil more before posting.
heres an update, trying to optimize what i have, and bring the mesh closer to concept.
07-04-2005, 08:33 PM
I hope You won't crush me becouse of painting on your render :) but it will be easier way to help You.
The main problem is wasted polygons. Here You ahve places when You should collaps them or optimize. I places on the head - number 1 and 2 You could create head more spherify. In one place the head is great soft, in other (2) is very low poly. Try tu move a bit this polys ant find "golden center" ;)
The concept is indeed cool. I hope I help You a bit.
07-04-2005, 09:27 PM
I worked a lil more without checking back here, I actually like when my buddies write over my renders, so don't feel weird about it. I'll grab your image and throw some edges away.
Anyways heres what I've done so far.
07-05-2005, 02:33 PM
07-05-2005, 05:21 PM
small update, some feets, and some leaves for hair, the leaf texture is only placement, the final leaf texture will be on the same map as the body. the tri count is higher than i wanted, so I'll have to fix that, anyways here ya go
OH: Por, I left those extra edges on his biceps cause after I drop it outta symetry there's some asymetrical things I'm gonna put on him, but I grabbed up most of those other worthless edges you pointed out.
I like how it is going so far. I really liked the straw kilt more than the pants. also on the concept his torso was longer maybe it has to do with the pants being so high. One thing also is that the hands have four fingers when the feet have five toes, That looks a bit odd I would put four toes maybe bigger, on the concept it actually shows four toes.
07-05-2005, 06:18 PM
hey desp, thanx, I think four toes would probably work better..oh well time to cut and weld LOL also that kilt in the concept is shorts, but the bottom is so frayed it looks like a kilt, but it's still made of grass. Still quite a bit to do before i start an unwrap, maybe I can get to it tonight, luckily I have today and tommorrow off from work.
07-05-2005, 07:23 PM
and a color trial. not final.
07-06-2005, 12:48 AM
unwrapped, baked a lil rad in the texture. still smoothing that layer in photo shop. started adding a few details mostly tats.
07-06-2005, 01:49 AM
and yet some more. ;)
the skin looks a bit pale from the concept it is darker. I prefer the darker one myself.
07-06-2005, 02:31 AM
yeah i have the skin on a sep layer, i haven't tones it, cause i used to paint in the highlights and shadows...hehe i wouldn't want my guy that pale either. ;)
07-06-2005, 03:52 AM
lowered his skin tone, made a pretty layout page...
07-06-2005, 06:54 PM
The thing I like from the concept sketch is that the face looks round and flat, where the model looks more child like the concept sketch is amazing and looks a lot more menacing than the model, also I donít know if itís me but I think the arms look shorter in the model but the geometry for the chest and arms are spot on.
07-06-2005, 07:37 PM
Awsome idea.... none quite like it.
I like the grass skirt, the tattoos and the feathers.
the face does change the look a little, maybe you not define the chin so much, that might give it a more tear-drop shape.
Can't wait too see this guy finished.
One thing, the face paint might contrast better if was blue instead of purple since the skin is orange like and blue is the complement color of orange.
07-06-2005, 08:06 PM
I like this dude, I'd suggest trying the blue too and also experimenting with different blends in Photoshop if u have the paint on a different layer, and turning down the saturation a tad and see how that turns out. Keep it up.
07-06-2005, 09:14 PM
thanx guys, for all the comments and advice.
The face paint is still on its own layer, so I can play around with it, and the rest of his tats and such, still. The funny thing is that the face paint actually is blue, but I used a screen or overlay on it, and it gives off that purplish look, I'll keep playing with the settings. In the meanwhile, I started a base for him, cause environmentals are so much more fun to do. ;)
07-07-2005, 04:23 PM
Hey guys, since rigging and skinning is what I abysmally fail at the most I wanna post up a lot of progress pics on it and try hard to get it right on this guy, any advice you guys have will be greatly appreciated, especially in this area. for now I ave dummy objects setup for his joints, eventually where the bones chains will follow. Does this look off to anyone?
EDIT all the joints
07-07-2005, 05:31 PM
I was thinking a long time about this character. Now I know, her reminds me a Montezumas, old game on pc. With texture looks really good. But I think You should change the tree part. It reminds me in first time a tiger, but maybe with lights it will looks a lot better.
07-07-2005, 06:21 PM
hey, it's turning out great.
The joint placements look fine to me.
07-07-2005, 07:10 PM
the bones themselves. again, I'm posting so many pics of the rigging because thats where i need the most learning.
07-07-2005, 07:10 PM
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