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View Full Version : Game Art Comp 1: Medusa


modeling-man
12-13-2002, 12:13 AM
Ok. So even though I just heard of the competition yesterday. I figured I better at least try. After a bunch of reading and research. I almost chose Harpies, then I was gonna do The Keres (big bird/bat demons that take the near dead souls to Hades:), then opted to just go for the big Kahuna. Medusa. I have a feeling here snake heads are gonna be a pain. Here's my front and side views I'm gonna use. Yes, I know there are some errors in it, but not bad for about 1-2 hours work. Time to get modeling!
Hopefully by tonight I'll have her head and maybe torso done.
Lemme know what you think!

satanatron
12-13-2002, 12:17 AM
nice concept....(best one so far) might just want to make the upper torso a bit more feminine.

modeling-man
12-13-2002, 12:20 AM
Cool! Thanks. Ya she's got some beefy shoulders even China from WWF would be intimidated by. I make note of that once I start modeling. Which is riiiiiiiight now!:)

tobyWong
12-13-2002, 01:42 AM
ooooh....ambitious! :thumbsup:

Peace,
Toby

modeling-man
12-13-2002, 02:59 AM
WOO HOO. The start of the head.
The snakes are gonna be the hardest part I know it. so instead I'm gonna finish the body tonight...ofcourse my girlfriends coming over now for dinner. Hence the reason I'm posting now.
Enjoy!

modeling-man
12-13-2002, 03:00 AM
grrr i hate posting and then forgeting the pic

wanzai
12-13-2002, 10:22 AM
Just wanted to encourage your late start:

YOU WILL MAKE IT! YOU WILL MAKE IT!!!

Have fun with those snakes :twisted:

modeling-man
12-14-2002, 04:55 AM
Oh man..the snakes...can I just tell you this is going to be the biggest pain in the ass. I tried using splines and then animating those around her body. I also tried to just pose them then attach them to the body and then just animate certain aspects. That took me WAY too much wasted time. I think I got the right idea now. I'm not sure if I'll keep the snake that's wrapped around here...it alone is a BIG amount of polys. Maybe I'll add it for the sake of coolness and then just have it separate from the actual model. I'm sittin at about 3,000 and haven't even started to trim. I've basically been done with the model since last night...but nooooo I had to work on the snakes...damn them!

Let me know your thoughts...I'll try to offer a couple views so you can see her entirely.

Thanks!

modeling-man
12-14-2002, 02:09 PM
Well. I'm on schedule (schedule = NO sleep) to get this done in time for the contest deadline. Heck I even got class tomorrow...er today for 5 hours. We get to learn how to do facial animation. Its my last class in the short game design courses I started in the beginning of October:(. I will get a neat certificate out of it though.

Anyways, here she is. I couldn't believe I was able to get this under the 2500 mark and still get it to look even remotely like the 4k I started with. I didn't even use Polycruncher (GREAT program)either...I typically stay away from those types of programs since they kinda just remove the polygons in a random fashion, which typically results in joints and stuff getting messed up. I use those programs more as a reference...just to quickly see what my model will most likely look like at the set amount.

ok ok enough digressing. Altogether I think this model really came out looking great. I fixed most of the issues from my 2d sketch and I think made it look even cooler. I really wanted to make Medusa a regal looking monster. I mean...the reason she was turned into a monster was because of her beautiful hair...so I wanted to retain that. The snakes will drape over her body using bones. That is why they look so odd on her right now. Not sure what I'm gonna do with the texturing yet. I got some ideas though.

I just hope I can get this done in time!
Let me know what you think!
Thanks,
B :D

eliwolff
12-14-2002, 04:47 PM
You've made a lot of progress! I'd like to see a wireframe to see where you're using the polys mostly.. Can't wait to see the texture. I'm also in the "no sleep" mode working on unwrapping my minotaur character.. texturing is not as much fun as modeling..

wanzai
12-14-2002, 04:57 PM
Maybe it's too late to say this but... currently the look of your model doesn't quite live up to the polycount and your concept. You can definitely get away with much less for and define more details additionally with some saved polys.

Without seeing the wireframe it's hard to tell where to look at, though.

sanhueza
12-14-2002, 08:48 PM
I think it looks great now, better than your original concept. I was thinking of doing Medusa as well, but decided not to because of the snake hair, so you're a brave man!

I agree that it looks like some polys might be taken from the body (like the breasts) and used elsewhere (like the snakes or a weapon) but it is hard to guess without a wireframe. Looks cool, regardless.

Also, just to let you know, the deadline has been extended one day to midnight Dec 17th, EST. That's 12am Monday night / Tuesday morning. Good luck!

- Me

modeling-man
12-15-2002, 12:24 AM
Thanks for the replies. I just got back from my class...I learned BONES!! woo hoo...so I can finally pose up the Medusa and a dragon of mine. WEEEEE
Anyways, I don't know how to render out with wireframes and the backing color...I know how to render with "force wireframe" but I don't think that'll help.
Please, let me know.

I offered facets for the time being. SORRY!!

B

If you find some spots where I can crunch some more lemm know!

tobyWong
12-15-2002, 12:36 AM
Looks pretty damn good- A few things I noticed tho the collarbone could be pulled down a little bit, it looks too strait. YOU HID THE EARS!!! Sorry, It was just my favorite part of the character.... And the hands could use a little more love- just a little. I'd make her torso a little bit shorter too (short torsos are sexy, especially with long le... a tail. :shrug: )

Oh and you need to have her do the eyebrow thing after you get her set up :curious: cause thats a damn cool look.

Good shit man.

-Toby

modeling-man
12-15-2002, 12:39 AM
Oh she will...like I said...I learned bones today:) so I'm gonna get some good poses going:)
Thanks for the comments...I'll shorten up the torso, and give her that hot 5'5" look...you know:)
the hands should be ok as is...they just aren't posed either...but I'll look over em if it appears to get too ugly.
Thanks!
B


Anyone know how to make a wireframe export?

wanzai
12-15-2002, 11:51 AM
In max the easiest way to get wireframes without messing around with materials would be a screen capture :)

modeling-man
12-17-2002, 04:45 AM
Here's the wireframe

modeling-man
12-17-2002, 04:48 AM
Front and back views.

modeling-man
12-17-2002, 04:49 AM
here's a close up 2412 polygons weapon included:)
this is my 4th model I've ever made:)
WEEEEEEEEEEEE!!!!

modeling-man
12-17-2002, 04:51 AM
texuremap
512x512
I didn't use a second map eventhough I really wanted a gloss for the snakes...and a bump map for the scales...not enough time!:(

modeling-man
12-17-2002, 04:56 AM
Ok...so I didn't make the background sorry. My buddy from my class was dying to put together an area for her. So I obliged...if its a problem just delete the post. I don't have any super cool renderers like Brazil or anything so this will have to do:(

Hope you like it! This was a great last couple of days.
I started the texture map at 6am today...Not bad for not even stopping to eat:P


speaking of which...I'm HUNGRY!
Thanks,
B

sanhueza
12-17-2002, 05:14 AM
Congratulations!!!

This is very good work, especially if it is your 4th model ever.

Be sure to submit all of your work (including concepts) to the Submissions thread. Your "money shot" is fine, since it is the character model that is really being judged.

You are allowed to use two 512x512 textures for the color channel. The spec & bump maps you were talking about can be put in the alpha channels as greyscale. Had you broken the model up into two texture maps instead of one you would have had much more space, but understandably there wasn't much time for that.

The model came out beautifully, it has a great style. The textures I think could use a little more work. The snake scales are very good, but the skin of the upper body could use more detail to make it look consistent. Also, there are some parts on the texture that look too bright (like the underbelly) and others that look too dark (like the cloth and staff.) Perhaps it is the texture, or perhaps it is the lighting.

Way to haul @$$ on this, it's a great model for such a short time. With a little more work it will be an admirable portfolio piece. :thumbsup:

- Me

sadistic
12-17-2002, 06:36 AM
Bit hard to analyse with the given wires, go do print screens from viewports hehe.

I prolly would have given her mittens and used the extra faces for extra segments in the snakes. And the top of the head seems to square off too much. Probably would have given her an extra segment or 2 round the snake torso too, so she could do some kinky swaying action.
The horizontal segments are excessive on the loin cloth.. would have been easier to just use 2 faces given the pose. You don't have to make all game mesh continuous or rely on quad topology.

Overall though, looks pretty good :D
I like the blue skin tone, she looks like an evil little bitch :D ...a cute evil little bitch hehe, would have been nice with a bit more texture definition, but time is time.

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