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View Full Version : Char: Stephen Ascott - Assassin


Seebaer
01-08-2006, 02:41 PM
Hi@all, this is my first thread here at CG-Talk. I've been a frequenter for years now, and it's time to show you something made by me.

This will be an assassin of the ancient 20's of the 19th century. His name is Stephen Ascott, he grew up in a poor family in the London outskirts. When he was very young he recognized that he is very skilled in handling weapons, and he often excruciated animals. So his decision was clear, he will become an assassin. And so he did. Within a few years he became the most dreaded assassin in the old world.

Okay should be enough about the character. Now some technical specifications.
He will hopefully be around 4000 tris. Diffusemap will be 512x512 (maybe plus 256² for face), and if I get it to work, he will be normal mapped (only dx8.1 video card, but saw a programm to get normal mapping to work).


Blueprint:

http://www.seebaer-design.de/files/ascott/ascott_concept.jpg


And the first WIP (around 500tris):

http://www.seebaer-design.de/files/ascott/ascottwip01.jpg



Feel free to crit.


PS.: sorry for my english ;-)

phantomworkshop
01-08-2006, 07:25 PM
It's looking pretty good so far, I like the concept a lot. I'm looking forward to see your progress.

EDIT: Did you have a side view to work with as well, or just a front image plane?

Seebaer
01-08-2006, 08:07 PM
i just draw front view, thought it would be possible without sideview. now i noticed it is possible, but harder than with one. thought about drawing a side view too, but, i just try it without ;-)

here now another wip. just started with the upper body. polycount now around 1000tr's, think iam gonna reach the 4000 tri's but not much more :-)

http://www.seebaer-design.de/files/ascott/ascottwip02.jpg

Seebaer
01-09-2006, 08:51 PM
Okay once again an update. I nearly finished the basic shapes, stuff 2 to are hands and shoes.

then i will detail him (including the small bag) a little bit and model the sword.

after that I will unwrap him (hopefully done thursday evening) and then i can sculp him in zbrush to realize the source for the normal maps.

I recognized that the proportions in the perspective render look a bit weird, so i added a plain front view so you can see that all should be okay.


Polycount is now at 2015 Triangles

http://www.seebaer-design.de/files/ascott/ascottwip05_persp.jpg

front view
http://www.seebaer-design.de/files/ascott/ascottwip05_front.jpg

wireframe
http://www.seebaer-design.de/files/ascott/ascottwip05_wire.jpg

Seebaer
01-15-2006, 04:47 PM
Okay, been a while since the last update, but it seems to me that noone missed me :sad:

Now my currently progress:

http://www.seebaer-design.de/files/ascott/ascottwip06.jpg

The lowpoly modelling is nearly done. Current polycount is ~3200Tri's

Think i will finish the modelling process on monday and then i will unwrap him and put him into ZBrush :buttrock:

feel free to comment, i would be glad.

shika
01-15-2006, 06:45 PM
hey i notice you modelled the edge of the shirt and the buttons. id say thats a bad idea considering they add nothing to the silhouette and you're going to normal map it, which will probably end up making those edges useless

Seebaer
01-15-2006, 06:50 PM
hm, thats propably right, didn't thought about that, because i never normal mapped before, so i had my normal workflow as usual :rolleyes:

thanks for the hint, i will correct it.

greetz

Seebaer
02-21-2006, 07:58 PM
okay, it's been a month and only minor tweaks, but wanted to show you something.

fixed the modeld details which will be solved by the normal maps and refined the topology and added the last geometry.

now he is ready to be unwrapped, which will be done in the next few days (when i got time for it, 'cause iam a little busy with other projects which needs to be finished).

Polycount is now at 3576 (including the hat, sword and bag).

http://www.seebaer-design.de/files/ascott/ascottwip07.jpg

let me know what you think about it.

greetz from germany!

Seebaer
03-23-2006, 10:04 PM
i found some time to work on my sweety.

unwrapped him and started blocking in the colorscheme. also started to detailing the texture of the arms and the face.

would be nice to read some comments, to know what you think.

http://www.seebaer-design.de/files/ascott/wip10.jpg
greetz the Baer

Isatche
03-24-2006, 01:34 AM
I always considered assasins to be slim, pale and in dark clothes :)
At least assasins should have some small weapons that they can hide easily, like daggers, poisonous darts and stuff. He could be hardly any good and stealth assasin with that weapon on his back.
As for model itself, i am a beginner in 3D, so I can't tell you anything constructive. Texture itself should be more detailed.

Seebaer
03-24-2006, 04:32 PM
Yes, also some friends of me told that this weapon is not the weapon of an assasin. but mention that he "worked" in the 20's of the 19th century, were assasinations were casual. nobody cared much about a dead man.

some additional parts to his story:

When he was young he recognized that he is obsessed by weapons with sharp blades, for example the weapons like they were used by the osmans. So that is his weapon, and he is infact very skilled. His way to "solve a problem" is to sneak into the housing of his victim, cut of his head, so he is dead, and then he cut his body into nice, small, handy pieces ;D
After that he buried the parts in forests.
At the start of his carrier his clients weren't very satisfied about it. But they let him work in his way, because he was a clean murderer which left no traces.

DeadBoy
03-25-2006, 12:17 AM
I think you need a little work on your proportions. The eyes are a little too big, and they are too close together. Arms are also way too short- the fingertips should come down to the halfway point between hip and knee.

nice concept, keep going!!:thumbsup:

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