PDA

View Full Version : Character - Soul Harvester


rikkiknight
01-27-2007, 03:52 PM
Hey guys, thought Id post my character up here see if I can get some running C&C. Having never made a games character before Im hoping you guys can pick me up on some things I might of missed or might need to change.

Brief:
• VERTICES: 0-6,000 (extra detail such as weapons or poly planes for hair can exceed this limit)
• TEXTURES: 3 colour, 3 specular, 3 bump (max 512x512, 32bit)
• HARDWARE SHADERS: A combination of colour, specular and bump

Heres the concept sketch and modeling so far at 5049 verts,

http://www.pixolusion.co.uk/masterclass/char01.jpg
http://www.pixolusion.co.uk/masterclass/topology01.jpg

http://www.pixolusion.co.uk/masterclass/turnaround02.jpg

Mindful One
01-29-2007, 04:20 PM
I like the initial concept. I think once you get more detail it will look even more sinister.

Reminds me of something from halloween horror nights.

Keep going. Nice one. :)

Steve

rikkiknight
02-13-2007, 05:07 PM
Ok, here he is so far at 5306

http://www.pixolusion.co.uk/masterclass/turnaround05.jpg

Ive been looking at this every day for a while so I might of missed something.

Ive come across a problem with some of my blades in the middle. The outer ones are lighter than the inner ones. And when they are at the back they looks out of place, I should of given them an extra face to texture I guess. But somethings are learnt the hard way I guess. There isnt enough space to adjust UV's, and Ive stacked some too much as it is. And Im not retexturing.... I probably should but sleep seems more important atm. And the hand in date is friday unless it gets moved.
I guess I could just make the outer blades darker to match the inner, wouldnt stand out so much then

Im probably going to get rid of the writing on the left, it was going to be instead of a bumper sticker which Ill most likely drop all together
It was ment to look like its been carved and rusted over. Just something stupid and a bit silly to add abit more character.

Also thought of getting rid of the scythe, would prob at a bit more to the character. More towards some crazy phyco running over stuff, rather than an imposing grim reaper. Plus it would save a bit of time

Turn wise I thought he could lean to one side and go on one wheel.

Its ment to be slightly goofy, its not a serious character. And theres not much I can do on the silhouette now. The spine is ment to of torn through the cloth at the back, should probably work on that part a little more

Any further C&C much welcome

Guy In Rubber Suit
02-25-2007, 12:46 AM
The shoulders are too short. He should be around three heads wide at the shoulders. Cool concept though.

rikkiknight
02-26-2007, 12:53 PM
Ok here he is textured and rigged

http://www.pixolusion.co.uk/masterclass/image05.jpg
http://www.pixolusion.co.uk/masterclass/image06.jpghttp://www.pixolusion.co.uk/masterclass/image07.jpg

I tried to rust and grime him up. Got rid of the stupid phase that was "engraved" on back. I would like to redo the blades on the side, they look abit half done if that.
O and I had to chop off his sleeves, rigging problems +its guna save time animating!!

I modeled his shoulders like that, and bought them down with his clavicles to get away from bad deformations when he raised his arms/shoulders

Heres some links to the cycles (including one dodgy jump!)
waitCycle (http://www.pixolusion.co.uk/masterclass/wait.mpg)
walkCycle (http://www.pixolusion.co.uk/masterclass/walk.mpg)
jumpCycle (http://www.pixolusion.co.uk/masterclass/jump.mpg)

Sadly had to call it a day at, deadline/need to progress with other coursework

Any C&C welcome

requiem2d
02-27-2007, 12:08 AM
Textures seem a little low res for the poly count, but def. a fun concept :) Maybe some sharper renders too...

gsokol
02-27-2007, 06:06 AM
Haha I like your animation cycles, especially the wait one that cracked me up. But I agree that the textures could look a little sharper. Nice work though!

CGTalk Moderation
02-27-2007, 06:06 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.