View Full Version : Game Art Comp #3: SouL: The Crow: Eric Draven
I've had this posted at polycount for a few days now.
Wip shots 1 - 7
03-04-2003, 11:54 PM
Ah looks awesome.. Nice skill as usual SouL! ;)
I thought first you cheated, but then I realised that it was Hype who's done the crow before! ;)
Is it based on Crash model? haha ;P just kidding! ;) haha.. Keep up the good work! :beer:
03-05-2003, 12:08 AM
man, lovely... i'm in love :love:
just waiting for his coat :D
gonna make the crow on his shoulder or back while he's crouching or something?
Polycount is somehwere in the 1,700.
03-05-2003, 07:47 AM
Hehe, why are you feeling down, your model kicks arse! :thumbsup:
I'm sure you can find somewhere to put those other 800 polies :D
Love the arm/shoulder/chest definition, he definately has that crow feel with the head down poses.
03-05-2003, 11:10 AM
looks really awesome i like the hands and the face
keep it up!
03-05-2003, 11:54 AM
First thing I'd drop my 800 poly reserve into is some eyes.
I'd say drop like 4-5 in a loose strand of hair...you could animate it and give him a less chunky hair feel. (not that the hair is bad!) Um. perhaps the wraps around his belt you could add a couple triangles there. Then perhaps a couple into the boots, maybe the braclet things around his wrists. Perhaps add a crow, 400-500 poly right there. Then use the remaining 100-200 or so on coat.
All in all its a great model, but definitely USE the extra polys you have!
Extra polies are extra polies.
The main point of the comp was to take a franchise character and recreate it in low poly with the intention of having it in-game, right?
Sure I could add polies to areas on the model, but I honestly don't think it'd change anything. If you took what I have now and drop him into some kind of 3rd person action game... he'd fit in real well.
Hell.. he'd probably be a bit too high poly with the extra segments I have around the forearm, lower legs.. I could probably even lose the fingers, too. And cut down on some areas, too. But I think that all depends on what kind of animation the model is going to be given.
I really have it set so that he could be used in a game on current platforms. So I only used as many polies as I needed. I made most of the stuff fairly basic. I really feel that the texture does a shitload of the work when bringing a character to life. I added extra polies to the join areas so they can deform a bit smoother.
Eyes.. I don't think eyes are necessary for in-game models. For in game cut scenes, sure, you could add them.
03-05-2003, 12:23 PM
Well, I agree with you. However, the competition does allow for 2500 polys to be used. In the last competitions people that didn't use the full count were somewhat downgraded. (like me:))
Just thought I'd let ya know,
03-05-2003, 04:22 PM
Very Nice Model and Textures. :thumbsup:
I really like the structure of it. Well done so far.
03-05-2003, 06:47 PM
it looks really great man, im a big fan of the crow. but if you want to look like the comic, i think the jaw is too wide. in the comic he is more femine. but dont get me wrong, the model is excellent. rock on.:buttrock:
03-05-2003, 08:28 PM
... you have a nice feeling for posture/balance and feeling/mood.
good work :)
03-05-2003, 10:04 PM
Nice! really great likeness youve achieved! :thumbsup: as for adding polys id say fix the hair and then dont worry about the rest... the hair however is flat on the top. its pretty obvious he has helmet hair when his chin is down and you see the top of the head.
2 more comments..
ADD A REFERENCE PIC!! :p dont be lazy..
and a crit.. the head of his femurs exit the pelvis too wide.. in the shot where he his walking straight at us he appears to have a wide midriff/top of pelvis, and the great trochanter/head of femurs is WIDER then the width of the armpits. he appears to have female proportions because of this. the crow is really skinny right? id exagerate his body style for better readibility in the engine.. it would look cool to see a very thin pelvis.
:thumbsup: :thumbsup: :thumbsup: one of my favs so far!!
03-05-2003, 10:08 PM
GOOD JOB SOUL!! I like it!!!!
I am a great fanatic of "The Crow", i have a lot of things (a lot of Posters, DVDs, All Soundtracks, a resin figure, etc...) :-)
I think that my nick say it ;-)
In this moment i am making the crow in 3d too :-).
When i finish the model, i will put here.
Great job !!!!!!
03-05-2003, 10:21 PM
I looked up reference (file below) your models midsection is actually really close... probably doesnt need the pelvis tweak i mentioned before. but I think it would still benefit from having his male pelvis scaled in a little.. either way its a great model! :beer:
I'm basing it off of Brandon Lee..
I looked into the pelvis thing. I scaled it and made it more square... but after the mesh went back to the pose the sides flare out. I think it's just my rig that's giving it femme shape.
Almost there. I don't know how his boots work. All the refs I have are dark.
Ref images are here:
03-06-2003, 07:57 AM
I don't like the character but I LOOOOOVE your model. The Texture is amazing! :eek:
03-06-2003, 09:11 AM
>> I really have it set so that he could be used in a game on current platforms. So I only used as many polies as I needed. I made most of the stuff fairly basic. I really feel that the texture does a shitload of the work when bringing a character to life.
These are highly respectable qualities, and I hope u stick by them. But dude, 2500 is reasonable for current games, and this is a comp.. keep your 17-1800 model as is, but you might aswell pump a 2500 lod. I know he's pretty basic in design, but polycounts always rise, and you might aswell get used to using the extras efficiently now :D
And again, SWEET model and the final texture rocks. I hope my tight leather turns out as nicely. :buttrock:
03-07-2003, 10:30 PM
This is great, you should be really proud of the texturing you did. The model is very nice as well for the polycount used. If you do decide to make a larger LOD as the comp allows for 2500, you could put those to good use adding more detail to the face. That way facial animation could be done on this model for in-game cinematics.
The Crow was one of the models I was considering doing for this comp, but that's okay, I have plenty of others to choose from. Good luck!
Eric's done. I'm going to move on to modeling props for the show off render the contest requires..
2x shot: This one's cool 'cause I think it shows off the subtleties better..
There's still shit I can put in the empty space area... and I'll probably put the UVWs for the crow there.
Will marked down for not using up the required polygon count?
I have some kind of rough throne scene in my head... I'm just not sure how'd I'd texture the rest of the environment.... I don't know how to do that tiling texture shit.
There aren't any lights in the scene... everything is at 100% self illumination for now. I'm not really good with setting up lights in max.. so I might just end up rendering as is and editing in Photoshop later on.
We're allowed to do something like this, right? (props aren't meant to be part of the model... btw)
03-09-2003, 07:29 AM
Tiling texture are piss easy, and there is more than one way to do it.
Apply a diffuse bitmap, and in the mat editor, play with the things under the Coordinates rollout.
Or, on an objects UVW map, change the U,V & W tiling amounts to greater than one.
There might be more ways. Read teh help file ya lazy bastard.
Looks ****in excellent.
03-09-2003, 08:26 PM
actually props were supposed to be weapons/staffs/items he would hold/use.
i wouldnt get too carried away with the environment... the beauty render is only supposed to have "effects" in it so you who knows how the judges will vote if your the only one with a full environment..
I think your final piece would be really strong with the chair, and 2 candles... anymore and it would start looking like a set.
really looking awesome!!!
03-10-2003, 03:24 AM
He looks really awesome! Going to model a shotgun or a couple weapons of some sort? Modeling the crow would be really cool too. Sure you could manage with your remaining pollies.
03-10-2003, 01:23 PM
wow, gotta say, thats realy slick stuff man
i cant put my finger on it, but theres something funky about the way you portray forms, but it all turns out realy well in the end..
your stuff stands out too, realy unique, Cool! refreshingly nice stuff :D
love the set objects too :)
03-28-2003, 08:34 AM
so are you all finished? this is one of the strongest entrys, cant wait to see your final post in the submissions thread and see the judges results! very nice work!
SouL, PLEASE put some tutorials up on your site! your work is top notch, and I would love some insight to how you work.great stuff.
Novembre RULES by the way. I'm glad that a youngster like you is listening to them instead of Linkin Park or some kind of crap. "Classica" is one of my faves.
Ahah! A Metal fan!
Yeah! Death to that fake metal shit! Death to rap/rock! Hahahah
Thanks, man :)
Hmm. About how I work... I guess you can say I have a sort of unorthodox method of painting.
I start off with black and work my way up. Instead of starting with a middle value and going in both directions (lightening/darkening). But I only do this for certain things... well actually... I pretty much use this technique on anything that's going to be dark.
For anything that's going to be light, I tend to start near the middle value and work both ways.
I like to add a second lightsource to my textures... pretty much because it looks cool and tends to add a lot to the overall mood at times.
And I try my best to put color theory to good use and constantly try to improve my understanding of lighting on each piece.
Making selections with the laso tool and adjusting the variations (and then fading it) in Photoshop is a neat trick I picked up from soneone. I try it use it whenever I can.
That's about it.
04-01-2003, 04:52 PM
very cool :) your stuff always rocks.
04-01-2003, 05:16 PM
wowow!! :eek: awesome work,man.
That's cool enough!:applause: :thumbsup:
01-14-2006, 02:00 PM
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