View Full Version : next-gen monster/grunt
10-15-2005, 03:02 PM
This model is another "next-gen" type monster reminiscent of old Quake2
that I thought could amuse someone. The fleshy bits of the high res model were
created in ZBrush2 and the guns in Lightwave.
The whole thing was finished in under two weeks, so the concept
might seem somewhat under-developed. I'm not sure myself.
Anyway, hope you like it. If you don't, feel free to as brutal
as you want with any crits :)
The high-res model (~ 2 million faces)
The final game model wire-frame (7392 triangles)
Textured render with normal+spec maps.
Short test animation (7 sec, 3.2 MB). I used an ambient sound clip from Doom3,
so that might be a big no-no, I'm not sure.
10-15-2005, 05:47 PM
What codec is the animation in? I'm not seeing anything, just getting the sound.
10-15-2005, 06:26 PM
Great job! How much of the mechanical parts on the chest were done in zbrush?
My only crit is on the specularity - it doesn't look colorful enough and doesn't give a sense of the texture of the model's surfaces.
10-15-2005, 07:58 PM
Excellent job Silvio! It certainly does remind me of id's nightmarish art style, which is definitley a good thing. However, I will agree with what Duck said about the color needing more vibrance and variation. Overall though, nice piece of modeling, texturing, and animation!
10-15-2005, 08:02 PM
The foot part of the boot seems awkward to me. I think it's the general shape that lets it down.
Other wise good work
10-15-2005, 08:24 PM
Thanks for the feedback, very helpful.
sorry for not posting that. The codec is "3ivx D4 4.5.1".
I can' t guarantee that it will be wort the effort to download though :)
Thanks for the comment. The small cylindrical parts where done
in LW, the rest is ZB. As far as the spec problems, I totally agree. This is
actually the 2 version of the spec map, but it needs more work.
Thanks for the comment, any suggestions on the boots?
Cheers for now
10-15-2005, 09:03 PM
hey there Silvio very nice work u have here . im a fan of integrating organic and inorganic subjects and i think you have captured the essence of that quite well in your work the only real crit i could find is that the texture has way too much solid red blood which sugests that the blood is fresh and not dry which is fine but a bit boring you should have variations between dry blood and not so dry blood lol. also most of it looks like its just filled in or stroked with no spatter and most of it is collected around the boots when in reality if he was shooting at nearby objects the blood from it would cast spatter all over his skin . i think you should spend some time adjusting the skin and blood because they look rather plain right now.
heres an example from a texturing excercise that i did
fairly lowpoly but u get the jist of it ...put more depth into ur skin and blood and maybe even the metal other than that the model is amazing.
10-15-2005, 11:25 PM
hey this model looks really nice! my only crit would be to tone down the specularity, he looks sorta like plastic right now but thats an easy fix at this point, keep up the good work
10-16-2005, 12:17 AM
i love it nice job
10-16-2005, 04:53 PM
Thanks for your excellent suggestions and for sharing some of your work.
Very informative. This character was supposed to look rough and dirty, and
thanks to your advice, it's getting there. I will probably redo the
mechanical part completely if I find a use for this critter later on.
Anyway, here are some slightly improved renders with adjusted spec/diffuse maps.
10-16-2005, 07:22 PM
hey thats a good revision! it looks alot more solid, thats awesome.
10-16-2005, 11:40 PM
Very nice work - i love those stumps and the guns on his arms! He would look right at home in quake 4.
I agree with mindrot about the feet - they look kinda big and cartoony to be honest. And perhaps desaturate him a tad - he is very colourful right now, which is bad for a scary character! Perhaps make the blood a bit blacker too. Congealed, dried blood is a very dark red.
Awesome work on the musculature :thumbsup:
10-16-2005, 11:40 PM
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