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View Full Version : Meet Siix Stellar, Alien Smuggler


Wayne Adams
01-06-2006, 01:19 PM
Hehehehe. Just something new for you kiddies. The idea is to take a cartoony alien, and mix him with a blend of Han Solo and Indiana Jones. He's not textured yet, and I'm not sure if I'll keep the flipped normal cel shade...His polys are pretty inexpensive, so I might leave it. Anyways Here he is Siix Stellar..(Pronouced Six Stellar)

http://www.enchantisoftstudios.com/siix/siix001.jpg
and the wires

http://www.enchantisoftstudios.com/siix/siix001wires.jpg

SHEPEIRO
01-06-2006, 01:49 PM
i like the design, the boots are a littlew weird though, dont quite fit with javket imo, but that could be a design consideration.

its also odd that you are using intesecting section, for the hat but not the eyes(which is causing a few shading probs in that area), i would reverse this. nice model, the texture should be very simple, dont over do it, remember windwakers use of them. theres too much, "you have to make use of every pixel" talk in 3d games, even when its detrimental to aesthetic.

authentic
01-06-2006, 03:54 PM
Great design. I love it. 2 little crits I would prefer a classical hat with the same color (brown) at the top.
ANd i find the middle of the legs very bizarre.
Will there be some animation ??

Wayne Adams
01-06-2006, 04:17 PM
Shep: Were on the same page as far as the texture goes..Simple, but effective. Not so much vibrating colors...but I'd like to have a serious contrast on him to pull every volume shape out of him.

Auth: I think I may extend the legs a little, and pronouce the knee a little better. Too my eyes now it seems like his knees could bend both ways. Also the hat will all be one color in the texture. But I'm a little confused on what you mean by a classical hat? Pedora? Muskateer? Pirate? Right now I'm going for a cowboy, slash Indy Jones look.

Thanks so far guys.

ArchangelTalon
01-06-2006, 04:46 PM
Very cool character, he's got a great style and shape.

I'm not sure either whether he suits the flipped normals outline. Guess I'll need to wait to see when he's textured :P

Wayne Adams
01-07-2006, 08:59 PM
http://enchantisoftstudios.com/siix/train.jpg

http://enchantisoftstudios.com/siix/someshit.jpg

Well, for now he's finished (sans rigging and stuff.) I was gonna start on that, but got model happy about some buildings and props for him, so I'm doing those. will post them in a few days.

for now here you go.

http://enchantisoftstudios.com/siix/siixfinal.jpg

http://enchantisoftstudios.com/siix/siixfinalwires.jpg
The render and viewport are unlit. As you can see the cel shade effect eats up too many polys (IMO) so It's probably adios for that effect (until I think of something else.)

Crit away guys

jfalconer
01-07-2006, 09:20 PM
I'm not sure how the tri count tripled for the celshaded effect? It should only double, meaning you'd have half the total tris you're currently using. I use Maya, don't know what you're using, but when I play with that effect I duplicate the base mesh, then extrude all the faces of the duplicate mesh to the size of outline I want. Then inverse the selection and delete all the unwanted faces from the extrude operation. Then with a quick Merge multiple edges op and you have your polygonal shell using the exact same geometry as the original model but with the faces scaled up globally. Hope this helps reduce the tricount, cause he looks great with the outlines! :beer: Also, you can save some polys by doing the ink outline around his eyes and stuff in texture.

Wayne Adams
01-07-2006, 09:30 PM
J,

Basically I clone him off and then drop a SHELL modifier on him in Max. Since he has a lot of planes (his hat brim the over coat edges.) I saw this as the best way to get the ink effect around those areas. But its does have adverse effects on the poly count. For every flat planar edge, it is building a boxed version around it, thus seriously upping polys. HOWEVER I didn't go back and check to see if any of these polys are unnessecary. But according to the way a shell mod works, It does not appear likely I have wasted polys. The ink outlines around the eyes are in texture, So that kinda saved me a bit. The good news is since his cel layer normals are flipped, the amount of polys actually being drawn to the screen shouldn't be as bad. Haven't tested it in a real time engine. But I'll be doing that this coming week.

Thanks for the advice. I'll keep searching for a better real time effect.

SHEPEIRO
01-09-2006, 12:37 PM
very nice, like the texture, keeping it simple is hard work sometimes, resisting the urge to add more detial. nice.

Wayne Adams
01-09-2006, 12:42 PM
muchos gracias, shep. Over the weekend I began working on a slum building for Siix's "hometown." It's still very wip. But I hope you guys get a kick out of it too.

Keep the comments and crits a-comin'

http://enchantisoftstudios.com/siix/siixtown01.jpg


http://enchantisoftstudios.com/siix/siixtown02.jpg

http://enchantisoftstudios.com/siix/siixtown03.jpg

SHEPEIRO
01-09-2006, 01:02 PM
good start ther, atm it seems to be quite flat, a little too flat, id add some detail, around the base of the building to get rid of that harsh line, also , try blending(cartoon, craggy blending) trhe building texture, into the ground, so it aint straight.

i guese the lighting will add quite a bit, but its hard with this type of look.

Wayne Adams
01-17-2006, 02:24 AM
Re doing the bar, and starting a generic housing unit. Still experimenting with textures and such.

http://www.enchantisoftstudios.com/siix/siixbuildings.jpg

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