View Full Version : Poison Killer
08-31-2005, 11:21 PM
This is a concept for a character I came up with a few years ago named Poison Killer. I'm mostly a 2D man but I thought I'd take a shot at 3D. I know that there are alot of 3D gurus here and I'd love to hear your critiques and suggestions along the way. Here's the 2d concept of him. I'll post the 3d version as I work on it. Looking forward to hearing from you guys through the entire process. :)
09-01-2005, 07:11 AM
Man this is an awsome concept! I love everything about this character very nice drawing. Cant wait to see what you can do with it in 3d
09-02-2005, 06:32 AM
Thanks. :) This is really my first 3d model, and I'm hoping that I can get alot of feedback and advice throughout the process of creating him. I'm working on the torso right now and having some trouble with the arms and back. I'll try and work on those tonight, especially the back. I won't put too much detail into the bony external ribs. I'm thinking it'll be smarter to take care of that through textures. Any words of advice or critique is greatly appreciated.
09-02-2005, 08:02 AM
It's lookin great, this will be a good project to keep progress of. For now I really like your mesh it's very tidy and practicle. But maybe you should soften the creases, especialy around the mid section, so the effect is more subtle, more like your concept drawing.
09-03-2005, 08:56 AM
Wow for your first model this is outstanding, but understandable considering you already have a really good grasp on perportions and such.
Any way I agree with Caine607 that you should soften it out(might just be b/c all we have too see are low res and its hard to see the surface of the higher res b/c of the wires)
Um I would also say that if you are gonna have those thingys on his side, they should be seperate geometry even if they pretrude from the boddy they should only be attached at the place of pretrusion.
Still really damn fine work you got here!
09-03-2005, 08:59 AM
Keep it going man!!
My critique thus far, besides softening of the musculature creases as the others have pointed out, is to beef up the arms a bit...they're thinner compared to the sketch you drew.
Speaking of the sketch, its very reminescent of Capcom..wonderful.
09-06-2005, 11:38 PM
Thanks Rockmanex. :) I've enjoyed watching your Pilot girl take shape.
Here's a small update. I've softened the abs a bit, but I still haven't beefed up the arms yet. I haven't added any details to the legs, such as knees and calf muscle. I'll start working on that later on. I've also added a head....minus the ears, but that's coming soon. I just ran a quick test for the outfit. I'll start detailing it later on.
AlpahKaneda, I'll try making the ribs seperate next time and see how that works out.
I really appreciate the comments guys. This is making it alot easier for me. :)
04-09-2006, 08:45 PM
You might want to try and relax his default pose a bit. An area of major concern for me is the back. His trapezius is too "flexed", due to the fact that his arms are in the "T" pose. This is all well and good, however, when(or if) you skin and rig him, he's going to look awkward with his arms down. My suggestion would be to lower the arms to an upside down "V" pose when you've finished all the major modeling of the arms, then relax those shoulders and "soften" the flex of the trapezius.
I really like the "hard" contours of the mesh. It would be great if you tried to maintain that "angular" style of figure.
04-09-2006, 08:45 PM
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