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BAEKON
06-17-2006, 08:08 PM
Hey there,
it's been awhile since i posted anything here. just finish my freelance contract job, so now i figured it be a good time to revamp my portfolio so i can start applying for other jobs. hopefully there's a fulltime opening for a modeler out there. well anyways, here is a picture of my old samurai project, i decided to scrap it since it's crappy and takes way to long to render with too many procedurals and bad use of topology. this is what i gotten so far, i'm still undecided with what i want for the leg armor. still need to add some belts and other stuff like ropes. i still need to rework the textures on the face, probably add some more noise, maybe make a lighter skin tone, and i really have to redo the specularity map cause those hotspots on his head is really driving me nuts. right now it's just a simple rig for the head along with a couple of morph targets such as lowering brow and a frown. well any comments or critiques would be appreciated.

http://bae-seng.com/cgtalk_updates/old_stuff.jpg

http://bae-seng.com/cgtalk_updates/FFW_1.jpg

http://bae-seng.com/cgtalk_updates/FFW_2.jpg

hoodedpython
06-17-2006, 08:44 PM
I remember your old samurai your new one looks way better, more realistic as well.

shoujoboy
06-18-2006, 03:25 AM
I remember your other one too!!! this one is way sweeter..........

BAEKON
06-20-2006, 05:27 PM
Oh hey thanks guys. yea it's been awhile since i posted anything here. thanks for checking out my stuff back then and now.


well here are the updates, just added some trinkets and more detailing to the armor, still haven't add the ropes yet, but i will soon. for the chains connecting to the chest plate and shoulder, they weren't done very well, just wanted to see what it would look like if they were connected. well hopfully also fixed the hotspot that was hitting the top of his cheeks, but haven't fixed the specualrity for the top of the head yet. well guess it's back to work, hope to hear from any of you guys.

http://bae-seng.com/cgtalk_updates/FFW_4.jpg

http://bae-seng.com/cgtalk_updates/FFW_3.jpg

-alex

hoodedpython
06-20-2006, 05:29 PM
Wow dude youve greatly imrpoved since your last samurai model i like the model of the female on your picture, keep up the good work.

Satellite1984
06-22-2006, 08:31 PM
Thats pretty nice rework
i pretty much did the same thing

BAEKON
06-27-2006, 03:01 AM
hey guys sorry for the slow update, i've been busy with other things.

hoodedpython and Satellite1984, thanks for your kind words. i really want to make it look nice as possible.

well anyhoo, here they are. i modeled the foot and spent some time with the back armor. I had to remodel the back alot to get to where i want it and i'm still not there yet. I added some more fine details, and resized some parts with the lower leg armor. went in and readjusted the specularity so there shouldn't be too much hotspot on the nose. well, i think it's getting there, i'm still debating on how i should connect the chestplate armor together. i'm thinking chains or going with the ropes. still unsure at this point, but from what it looks like i might be going with the chains. also need to add a belt buckle for the shin gaurd and a bunch of other stuff (arms)then i can unwrap this guy and rig it. well let me know what you guys think.

-alex

http://bae-seng.com/cgtalk_updates/FFW_7.jpg


http://bae-seng.com/cgtalk_updates/FFW_8.jpg

Kurosaki Ichigo
06-27-2006, 03:59 AM
Looks great, reminds me of the game Ominusha (??) ****

rasmusW
06-27-2006, 03:37 PM
hey alex!

i like your character and all the details you put in there.
haven't really got any crit's.

-r

BAEKON
06-30-2006, 06:38 PM
Hey there.

Kurosaki Ichigo, yea got alot of inspiration off from video games, but i've always wanted to do one before ominusha ever came out. btw i like bleach too!

abyss103, thanks for the motivation, especially since your a pretty good modeler yourself.

well here they are the updates. i did the arm and added the forearm armor. i might add more stuff to it later but not sure as of yet. also, added some more details to the whole armor. yea, as you can tell, i decided to go with the ropes instead of the chains, oh well, i think it looks better anyways. i still need to add a some ropes to the shoulder armor and put more details to it. also, the armor for the back arm is sticking out from his shirt, so i need to fix that. yep, i think it's almost there, just a few more stuff and i can finally start unwrapping him. well let me know what you guys think.

thanx-alex


http://bae-seng.com/cgtalk_updates/FFW_9.jpg

http://bae-seng.com/cgtalk_updates/FFW_10.jpg

JackZhang
06-30-2006, 07:08 PM
grrr! you want a war? I will give you a war, a "war of making armor"!!! Or...second thought, we should make a armor fashion show after your warrior and my monkey are done... o.o

Zenneth
07-01-2006, 04:37 AM
Could you show us some Mesh?

rasmusW
07-01-2006, 08:21 AM
your welcome.

-is he going to ware a helmet? -think that would look good on him. not too big, just some kind of headpiece...
just a thought.

-r

BAEKON
07-10-2006, 11:25 PM
Hey guys sorry for the really slow update, i've been trying to get the face right for quite sometime now (lighting and texture).

Zenneth here are some pictures of the model, i didn't understand what you meant by "mesh" or were you refering to the wires? did you mean the body or the armor? anyhoo i posted both pictures. yea i could really clean up on the edge loops, especially around the eyes, but i'm content with it and i want to move on (i'll probably go back later to redo it). well let me know if this is what you were asking for.

http://bae-seng.com/cgtalk_updates/armor.jpg

http://bae-seng.com/cgtalk_updates/wiremesh.jpg

abyss103, yea he's bald, lol. i do need to add some hair on him eventually. i got an idea of how i want it, but i'm gonna save that part after textures.

JackZhang, it's official.........it's a walk off. lol, actually i'm looking at yours right now, man, your model is looking really, really good. i'm just afraid my model will probably fall off the runway.

well here ate the updates, i redid the hands the thumb was really out of place. most of my time came from working with radiosity. i've never worked with radiosity because i hate the rendering time for it. the first render came out so bright and took like 1 hour to complete with three bounce light turned on. so i just went with 1 and now it takes 20-28 mins to render. yea, i just hate waiting for it render i'm just used to having done in a minute or less. well, i wasn't happy with my first trial, the face didn't look right, the textures were even worst with radiosity turned on. so i redid the face along with the textures to compensate for the radiosity rendering. i think it turned out better allthough, i think he needs a little tan, his skin tone is a little bright as of now. right now i'm working on the texturing his body (it's just a simple skin tone color with noise, haven't done any real painting yet) and modeling wrinkles on his shirt and make it bit more uneven. well, let me know what you guys think so far.

http://bae-seng.com/cgtalk_updates/FFW_11.jpg

http://bae-seng.com/cgtalk_updates/FFW_12.jpg


thanks
-alex

Zenneth
07-12-2006, 11:14 AM
Actually, the word MESH and WIRES meant roughly the same things and are use interchangably

BAEKON
07-27-2006, 08:13 AM
Hey there,
finally got an update on this thing, i've been playing gran turismo 4 (yes, i know it's old but got it for a cheap price) anyhoo, made myself stopped playing (man that was hard) once i started working on it again, my mind started thinking that the head wasn't good enough and that i needed to remodel it (i don't know why i always feel this way about my models). so i spent the week trying to get the head to where i want it, after i was done, i showed it to my friend and he told me to go back to the original. ( so for all that hard worked i did i guess i need to post the head up here) so now i started on unwrapping the armor and so far just gotten the main body armor, but haven't gotten to the arms or legs yet, nor the trinkets (bolts and ropes). but, i'm hoping this week the uv unwrapping will be done. as of now it's in the early stages of texturing, i still haven't decided on a color yet. I only have 2-3 channels (1 being the color the other procedural) on each of the uv's i unwrapped. yea, i need to fix the armor on the side, it supposed to be chrome and well.....it doesn't look like it. well, i'll try to get an update thursday afternoon showing pictures of the back and hopefully fix the chrome thingy. well, let me know what you guys think!

thanx
-alex

http://bae-seng.com/cgtalk_updates/FFW_13.jpg

Zenneth
07-27-2006, 09:35 AM
I agree with your friend, The new one looks kinda gay.

overcontrast
07-27-2006, 11:46 AM
nice modleing man...pretty clean.... and dig those detail bro.... the textures r comming along nicely too... i have a little crit for you... right now the head looks too round.. if u look into real asian ppl's head, they actually got some sharpness around the forehead... and i also think the forehead is too wide... other then that its all looking good :thumbsup:

BAEKON
07-28-2006, 08:45 AM
Hey there!

Zenneth, well, i dunno if it looks gay, but if you meant it looked feminine then yeah i would agree. i guess tilting his head didn't help the cause. oh well, time to move on.

overcontrast, hey thanks you for your kind words, i've checked out your portfolio pretty cool stuff. good call with the head, yea i have to agree, i always end up making my characters with bigger foreheards and skull. i guess it's because i like drawing anime and i always have huge forehead when i'm done drawing. but yea thanx for the input. btw way what do you mean by "sharpness around the forehead?" i'm looking at mine and i don't know what you mean. do you mean the brow? the edges? well let me know.

well here are the updated pictures. yea, not a awhole of improvement, just resized the skull, and tried reworking the side of the armor. i don't know what it is but hopefully i'll be able to figure it out and make it look like chrome or at least steel. well let me know what you guys think, all comment and critiques are welcomed!

thanx-alex

http://bae-seng.com/cgtalk_updates/ffw_14.jpg

Haz-Mat
08-01-2006, 01:53 AM
I really like all the details you put into it as well as the textures.
I dont have any suggestions for the sides but I know youll figure it out.
Great Job!

Haz-Mat

kenwtoney
08-01-2006, 02:22 AM
The modeling is good...real good. The texturing is coming along. Are you done with the face texturing or are you planning on spending more time on it? It just looks like straight lambert shader at the moment.

Cool WIP....thanks for sharing.

BAEKON
08-08-2006, 11:08 PM
Hey guys! thanx for the responses! sorry i didn't respond sooner, alot of my friends are goingback to college and just had to spend some time with them before they go.

Haz-Mat, thanx for the motivation, i think i have a solution for the side, i just haven't tried it yet. but i will after all the uv-unwrapping is done.

kenwtoney, yea, i'm planning or redoing the textures for it. right now it just has a grayscale version of the color map for a bump map. but yea, i definitley want to put more details to the face and make a better bump map along with a spec map. also the body as of now doesn't have a bump map or specularity map.

well here are the updates, just unwrapped most of the armor, well the major parts anyways. i think i'm about 70 % done unwrapping him (there are still some parts that are stetching that i need to fix, esecially around the sides of the armor). and the textures are probably 55 % completed. i need to redo the textures for some parts of the armor and leather. i redid the color map for the face and i think i'm gonna go with this skin tone. i'm kinda wondering if i should leave the shin guard as is or go with a chrome one. oh well, let me know what you guys think i would love to hear some input with the direction i should go with.

http://bae-seng.com/cgtalk_updates/ffw_15.jpg

http://bae-seng.com/cgtalk_updates/ffw_16.jpg
-thanx-alex

Skooter
08-08-2006, 11:17 PM
thats awesome, i love the armor on this guy its really impressive
itd be cool to see him with kinda scratched, chipped and worn out armor also
keep up the great work.

BAEKON
09-11-2006, 09:51 PM
Hey sorry for the really slow response, i've been tweaking the head back and forth trying to get it the way i want it. i tweaked it trying to figure out what kind of style i was aiming for, I wasn't sure if i wanted it be realistic, semi- realistic, or just whatever and i ended changing it too much, (i also had to redo the textures on the face, at one point it started looking like he was an anglo because of all the tweaks to the model, so i had to revert back to an earlier version...arrrrgh just wanted to point that out from the frustration i've had with this model) so.....i have to stop now and move on. okay, well here is the tweaked head with some hair added to it. i'm still not done with the back section of the hair, also there are some parts where the hair is too straight so i have to fix that. i would render a picture, but i've found myself spending too much time on the render and not enough time on the other things like textures. so i'll wait until i'm completely satisfied with the hair and textures before i start rendering again. adding some chips to the armor would be pretty nice, i tried it but it came out looking....well..like not chipped armor, more leathery. so i'll play around with the alpha and bumps and see if i can get something to work better.

http://bae-seng.com/cgtalk_updates/hair.jpg

well i would appreciate and comments, thanx.

-alex

M31
09-12-2006, 03:08 AM
I'm really liking this! I look forward to seeing your finished work! :applause:

rasmusW
09-12-2006, 07:23 AM
hey alex!

think the "new" head lokks much better. great work.
it's good to see you continue working on him despite of all your frustration (i know the feeling).
looking forward to see the armor.

-r

Zenneth
09-12-2006, 02:24 PM
Yah I agree, this one definitely looks better.
can I ask you something? When you rigged and move things around, how do you avoid the seams? like the neck and the body. Do you use vertex constrain?

BAEKON
09-20-2006, 03:38 AM
Hey guys thanx so much for the responses!

M31 and abyss103, thanx for the support, yea i can't wait until this is all done too, i really want this to be the showcase for my demoreel. Zenneth, well technically the seams are still there, it just that i tried my best in photoshop to make sure that they match as best as i can (i use the clone tool for one end of the seam to make sure they align as close as possible and if they are off by a little i just adjust the uv to match), so nothing is perfect.

Well here's an update. i haven't fixed the armor the way i wanted it, so i'm still working on that. i just started playing around with sss, and i have to say it sure makes the render looks a lot better, although the render time on it is terrible. i only did sss on the face and body. well, anyhoo, this is the default setting sss when you turn it on, i forgot to load my sss setting when i rendered this, soooo....doh! i'll render another one with the correct setting on the face and body, next time cause well, it takes about 2 hrs to render. also yea! i have hair, i think i might have loaded the wrong hair setting for this character also. oh well, lesson learned when your in a rush. the diffuse on the hair should be darker, and also there shouldn't be patches on the split of his hair. soooo....yeah, got to redo it. also, i need your opinion about the gloves, do you like the way the design looks, or should i just redo the it and make it into a whole glove with no holes. i haven't done any detailed texturing on it yet, right now it's just painted black. yep, i can't wait to do a full on rig this guy i want him to start swinging his sword at something. but yea any critiques and comments are greatly appreciated.

-thanx-alex


http://bae-seng.com/cgtalk_updates/ffw_17.jpg

Zenneth
09-20-2006, 05:56 AM
Er, Actually, Since I think that the head and body are 2 separate objects, I was asking about the [gaps] between 2 polygonal pieces between the head and the body, since they always show up after I rigged and move the body in different poses.

BAEKON
09-21-2006, 01:25 AM
Hey Zenneth, to answer your question the head and body are of one object. they just have different surface names. i guess you might think they are 2 seperate but they aren't i just hide the selected surface when showing the head or body. i've never heard of that technique where the head and body are seperate, maybe head with shoulders because the body isn't going to be seen, but i think it would be better to have them all as 1 object.

sorry not much of an update, well here are the changes got the hair setting better, i think i might have to get more clump on the top. changed the front armor shader and texture, i think this is where i want it to go, just got to rework the bumps and alphas. redid the sss on the body, i have to say this is alot harder than i thought. i have no idea what the red stuff on his arms are, i'm guessing they are the reflection from the ambient or something of that nature. yea, the hands are glowing, man, i think i might as well just make a whole glove and cover his hand, if i can't figure out the sss. oh well, i'll keep working on it. any thoughts, comments, or critique are greatly appreciated.

-thanx-alex

http://bae-seng.com/cgtalk_updates/ffw_18.jpg

BAEKON
10-04-2006, 10:21 PM
Hey Guys, sorry for the delay, i got sick and i didn't feel like doing anything. well, anyhoo, i've been rigging the character. i've been contemplating how to rig the armor to the body. wondering which parts needed bones and which ones weren't needed. i still got a couple more things to do do with the rig. especially with the shoulder area, man that part is such a pain. the shoulder straps i'm still trying to figure out, as you can tell from the back image the chains aren't connected to the holes of the plate. yep, still lots to do. after rendering the back some more, i think i might have to go back and redo some parts, nothing major though. sorry for the purple hair it's the ambient lighting from turining the shadows off, i wanted to render this fast it took 3 mins to complete instead of the 2 hours with radiosity on, and the hair setting all turned up compared to the other picture. well, any thoughts and comments and critiques are appreciated.

http://bae-seng.com/cgtalk_updates/rig.jpg

http://bae-seng.com/cgtalk_updates/ffw_19.jpg

thanx-alex

moviejunkie101
10-04-2006, 10:57 PM
looking very nice! keep it up:thumbsup:

Zenneth
10-05-2006, 03:13 AM
When it came to the armors, there're quite a few options, using various constrains, joint rig., etc.

In my case, I always modelled so that it's part of the body's geometry.

rasmusW
10-05-2006, 06:40 AM
hey alex!

looking good.
-yep!, rigging can be a tricky thing. hope you'll get it done.
i only got one crit atm., for you. i think his shoulder armor is to thin, so maybe scale 'em up a bit. that's all for now.

-r

BAEKON
10-10-2006, 11:12 PM
Hey guys thanx for the responses!

moviejunkie101, thanx for the compliments! Zenneth and abyss103, yea rigging is pretty tricky, i'm not all that great in doing it. right now it's just a simple ik set with the legs and i'm using fk for arms, i could go with ik on arms but it wouldn't get me the motion i want. so here's an update yea, rasmus the shoulder armor is pretty thin, i scaled it it just a notch it not very noticable, but i guess i can scale it up more next time. i changed the hair a bit, i think this is where it should be. i dunno what other changes i'll make to it, so i started on the sword. i made one with a large blade the other just a normal blade, but with the same handle for the base mesh. and yes i know katanas don't look anything like this, but this is the design i wanted. but anyhoo, i guess i'll pose him swinging one of the sword and i guess i should be done after that, unless of course you guys see differently. well, c and c are always welcomed.

thanx-alex

http://bae-seng.com/cgtalk_updates/ffw_20.jpg

http://bae-seng.com/cgtalk_updates/sword_1.jpg

rasmusW
10-11-2006, 08:13 AM
hey alex!

the sword/katana looks great.
keep up the good work. you are almost there... -i think:)
can't remember if i asked you before, but are you planning on doing any envioment, for this one?

-r

Sister Ky
10-11-2006, 12:35 PM
This is *SO* Cloud's Bastard-sword! ... I love it! :D
Really excellent work! :bounce:

Greetz, Ky.

Kurosaki Ichigo
10-11-2006, 02:05 PM
This looks great. I think that the texture on armor needs work becausse it's looking a bit monotone now. The sword looks ok, just ok because it looks very similar to Sqaure Enix's trademark Buster Sword, also the cloth around the hilt looks to uniform and unison.

bearfoot
10-11-2006, 02:56 PM
excellent work

is this Lightwave ?

if so i have many questions for you :)

keep it up

Zenneth
10-11-2006, 03:24 PM
Is there any reason behind the 2 materia slots?

Let me tell you something about Katana. Originally Katana weren't forged to be curved. They were originally straight, but went curvy due to differences in heat lost during the cool down process. That's from Discovery Channel if I remembered correctly.

Kurosaki Ichigo
10-12-2006, 02:12 AM
Nah, the Katana was always forged to have a curve. Though over time spans and eras, they began to become thicker. Some smiths prefer more of a curve, some don't.

Is there any reason behind the 2 materia slots?

Let me tell you something about Katana. Originally Katana weren't forged to be curved. They were originally straight, but went curvy due to differences in heat lost during the cool down process. That's from Discovery Channel if I remembered correctly.

authentic
10-12-2006, 08:36 AM
really excellent. I love this character

Zenneth
10-12-2006, 11:15 AM
Nah, the Katana was always forged to have a curve. Though over time spans and eras, they began to become thicker. Some smiths prefer more of a curve, some don't.

What I meant was that originally, before being smithed, the blade part was straight, but went curvy after being heat-treated.

stabbington
10-12-2006, 11:29 AM
stunning model and great character too!

not sold on the hair yet though, looks too 'fine' and smooth to me at the moment. is it poly hair or are you sasquatching it...?

Squash-n-Stretch
10-12-2006, 11:31 AM
What I meant was that originally, before being smithed, the blade part was straight, but went curvy after being heat-treated.

To be honest I don't think metal acts that way, and I think it sounds a little crude for worksmanship to the level of Feudal Japan was would allow it. I would have thought that if that was the case, they would have found a way round it.

Nice model man, can't wait to see the finished product.

BAEKON
10-26-2006, 08:54 AM
Hey guys, sorry for the slow response, i had my computer rendering a 3d turnaround of the model, yea, that wasn't fun. anyhoo, i got to do some other work while rendering. i got my old space marine model and started fixing the anatomy and structure of the helmet, next thing i know i'm reworking the new armor for it. well, i dunno if i'll start a thread for it, maybe after i'm done with this one first. thanx for all the replies.

okay back on subject, rasmus, yea, thanx for the compliments! as for the enviroment yea, i really want to make an enviroment with some animation, but i gotta finish this demo reel first before i start on that. Kurosaki Ichigo, Sister Ky, yea, you guys got me, i got the sword from cloud. yea, there is a reason why the handle looks like it was in uniform. because i'm lazy, seriously i am. i just uv one mesh and then copied and paste until i got it where i wanted. but i will change it though. as for the armor being monotone, yea....i realize that, my good friend told me the same thing. i was wanting a dark black armor, but didn't have any ideas for any other colors, so i don't know know how to go about that, any ideas would be great.

bearfoot, yea this is lightwave i'm using. man, i dunno about asking me questions, i should probably be asking you some questions, you got a pretty sweet site there, love your work.

Zenneth, there wasn't any particular reason why i have 2 materia slots. i think i just got carried away with the bevel tool, plus i thought it looked cool.

authentic, seven_spaces, Squash-n-Stretch thanks for your kind words. yea i can't wait to have it all done either. as for the hair, yea i might have to add a couple of more strands, but here it is with new lighting and a higher anti aliasing render.


well here is an update, i kept on wondering why the deformation on the right hand looked funny, i was thinking that armor on the fingers were going through the hands, sure enough, it was. and to my surprise there wasn't weight map painted on the right hand...ooops. i think i might have forgotten to save the file when i painting them, oh well, no harm just redid them and also fixed the weight map on the neck and head, the head looked like it wasn't deforming correctly. so i fixed that, and then i was wondering why was my model not deform the way i wanted it. especially around the pivot areas. oooops...forgot to put subdivision last on the setting. well, let me know what you guys think of the poses, as i'm typing this down, i already see some mistakes that needs to be fix. like the shoulder armor going through another part of the armor. well, any c&c are welcomed, btw this is the first time i had this many responses! thank you and for the stars.

-alex

http://bae-seng.com/cgtalk_updates/sm.jpg

http://bae-seng.com/cgtalk_updates/fixes.jpg

http://bae-seng.com/cgtalk_updates/ffw_21.jpg

bearfoot
10-26-2006, 09:01 AM
nice updates alex really like the look of this dude..


the rigging looks like a nightmare to me with all the armour.. was it difficult to setup in LW ?

also not sure about the hair .. i know i have problems in LW when i try to do hair
.. did u try some poly`s for hair and transparency maps ? althought the render times are long i do sometimes prefer the effect.

anyway great work ! keep it up

thanks

Anthonie
10-26-2006, 09:21 AM
I like the model. texturing work is nice too. and the dark-ish effect in your texture on this model works fine. keep us updated man:D

cheers

Kurosaki Ichigo
10-26-2006, 01:36 PM
Looks very good. I like rigging armor, makes me better at skinning, rigging and such. Though most of the time the character is limited on positions so armor doesn't collide. That's cool though. :)

Zenneth
10-26-2006, 04:15 PM
Honestly, I didn't expect the [futuristic soldier helmet]. I think that putting that on turn him into one of those [I'm your average character whose face isn't shown and nobody care]. Leaving the helmet off's much better, or show more of his face.

About the [BLACK] armor, I don't know what how other school taught, but if it's my case then the Asst Prof will scream out that [BLACK isn't a color!!! It's weight!!! What we call BLACK is the darkest color in the image and it's not BLACK!!!] and vice versa for white.

Anthonie
10-26-2006, 06:08 PM
Zenneth really got a point there by saying that this guy is just a common soldier with that helmet. Just watch todays games. Almost no (fighting/rpg) game has a main character that looks comon. (final fantasy, genji, and you name it)
I think without helmet he has alooooot more personality. This way the player or consumer or whatever, will get alot faster attached to this guy.

Kurosaki Ichigo
10-26-2006, 07:52 PM
I agree with these two. Unless if you where making a story where this feudal warrior is somehow skipped into Future Japan or something. Or maybe he died and was replaced with a prosthetic body like characters from Ghost in The Shell. Speaking of GITS that helmet reminds me somewhat little of Majors :

http://animejapan.cplaza.ne.jp/b-ch/koukaku_sac_tva/img/koukaku_sac_tva_top.jpg

If you were to keep the helmet, I would remove the chin guard. That's my pref though. :)

Anthonie
10-26-2006, 07:59 PM
Well if you really want a helmet then I should choose an ancient helmet.
It doesn't have to be a samurai look a like helmet specific, but something ancient could give this character a touch.

Knight-Templar
10-27-2006, 09:52 PM
BAEKON (http://forums.cgsociety.org/member.php?u=66311),

Beautiful work, i know you have said you use lightwave, but the main character for the Feudal warrior, is that an import from poser or something similiar, and have then designed the armour around the character.
I have always admired the samurai and yours is an excellent piece of work.

Simon vbmenu_register("postmenu_3641433", true);

WesleyTack
10-27-2006, 10:55 PM
I'd agree with what has been said, very nice character, excellent texturing, but the helmet/body don't seem to work together imHo aswell. But prove us wrong :p

BAEKON
12-04-2006, 10:40 PM
Hey guys, sorry for the late responses, i'm such a procrastinator. i've been busy rendering 3d turn arounds for my project and working on other models that i've been doing. so...yea, really sorry about not updating it sooner.

Knight-Templar, as for the character being a imported poser model, no, this is all done by me start to finish. everything was designed by me and modeled by me. simon.wt, Anthonie, Kurosaki Ichigo, and Zenneth for the helmet, it was for another character, sorry for the mix up. i just wanted to show what other projects i was working on, sorry to confuse you guys. bearfoot, yea the rigging was a pain, and the sad part is that i'm not even done with the rigging. the 1 i have set up is just the base for the rig.


but here is basically what i've been working with. these are all work in progress i'll probably start another thread for each character if i got time. i'm doing a female bust, still need to fix the textures and lighting, a female warrior (need a alot of work on this 1), and of course the space marine. as for the samurai, i think i'm done, i think i might have figured out how to do the hair better, but it'll have to wait until i get some of the other projects done. so, next update i should have better hair.

thanx-alex

http://bae-seng.com/cgtalk_updates/montage_wip.jpg

http://bae-seng.com/cgtalk_updates/wallpaper_7.jpg

younglion
12-05-2006, 04:26 AM
great work on the characters. ru planning an animation of them?

rasmusW
12-05-2006, 08:53 AM
hey alex!

really like the looks of the armored guy. good masses. the warrior-lady could use some more "personal" features. right now she just looks like so many other cg ladies. sorry:) -but i bet that will change when you get more done.
looking forward to see more progress on all of em.

-r

Knight-Templar
12-05-2006, 09:38 AM
Alex,

That is some Beautiful work you have done, i am very impressed, well done indeed.

Fantastic work

Simon

Hmooboi06
12-08-2006, 06:48 PM
WOW!!nice samurai... love the detail u have in it... especially on the armor and human body...

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