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Supervlieg
06-30-2003, 11:53 PM
Perhaps a bit on the late side, but I decided to join in on this fun competition.

My entry will be this guy below. He hunts giant squids for a living. He is the star of an action adventure situated mostly under water. I will post a more elaborate backstory later. I will post WIPs of the model as soon as I get around to it!

Oh by the way, his nickname is Testosterone Machine, which would explain the stupid grin on his face :P

http://www.bolman.nl/tm/tm1.jpg

ElysiumGX
07-01-2003, 08:31 AM
Wow!:eek: I'd really like to see this. That concept is a winner. I like how you sketched the head and the smile is perfect. Good luck.

Supervlieg
07-01-2003, 11:08 PM
Hey thanks ElysiumGX! How's that carnage model coming along?

Here's an update on the wip of the model. Rendered in nice aquatic blue :buttrock: :buttrock:

It's around 1500 poly's right now, but it still needs a lot of work. another update will follow soon!

http://www.bolman.nl/tm/wip1.jpg

Supervlieg
07-03-2003, 12:41 AM
Finished the arms, and added a neck. Did a few tweaks here and there...

http://www.bolman.nl/tm/wip2.jpg

Apt Pupil
07-03-2003, 01:03 AM
Hey there, if you haven't been reading the other threads, I thought I should warn you here then, watch out with your poly count, there is no way that your image with the no arms is only 1500 polies. Be sure to triangulate your mesh if you are using maya, and if you are using max, I'll quote what frakke told me in Chaos@om's thread:

In Max you can use poly instead of mesh. You just have to either render it and read the polycount (not a smart idea) or apply the STL check modifier at the top of the stack. With STL you caget the correct tri-count and you can check for open edges, double faces, spikes and multiple edges.

If that doesn't work, convert your mesh to edit mesh in Max (not edit poly).

Apt Pupil
07-03-2003, 01:07 AM
Oops, I forgot to mention your progress:p It's looking great dude. He has tons of character and he is very humorous. The concept is great too. However, I find that his whole upper body does not mirror your concept. In the concept he is much more muscular.

Keep'em coming, it's coming along great:wip: :wip:

ElysiumGX
07-03-2003, 07:35 AM
Originally posted by Apt Pupil
there is no way that your image with the no arms is only 1500 polies.

Yeah dude, are you sure you trianglated your mesh before checking that poly count? If not, you're actually around 3000.
Either way is fine since the limit is 4000. I can't seem to go higher than 2000. Me lazy. What I'm really trying to say is, this looks awesome...keep it up. A nice texture on the face would really bring this character to life.

Carnage is coming along great. But I'm taking a break to work on this challenge. Thanks for asking.

Supervlieg
07-03-2003, 09:09 AM
Ill give you guys an accurate polycount later today. The guys is still quite low poly and I all ready did some optimisation. I'll post a wire for you guys to check it out.
I think I'll make it within the 4000 poly limit (tri's that is) but thanks for the warning. I read it in the other threads as well.

Supervlieg
07-03-2003, 07:49 PM
Here's a wire. The mesh is currently up to 3454 triangles. It still needs a lot of optimisation because I want to reserve 1000 - 1500 poly's for the accessories.

I checked and the model without the arms and neck was about 2000 tri's. I had to remove the arms and neck to check, so It wont be 100% accurate. I made a slight miscalculation when I said 1500. I apologize.

http://www.bolman.nl/tm/wire1.gif

Supervlieg
07-04-2003, 03:39 PM
Update: Added some accessorries and some details on the characters. Polycount is 3975, but I will optimize it more. I still need a few hundred poly's for the gun he's supposed to have.

http://www.bolman.nl/tm/wip3.jpg

Supervlieg
07-07-2003, 10:56 AM
Here the final model, its just under 4000 poly's. Time for some mapping :hmm: :hmm:

http://www.bolman.nl/tm/model1.jpg

pedantic
07-07-2003, 02:16 PM
Looks great, can't wait to see the texture :)

Supervlieg
07-10-2003, 08:03 PM
Pendantic> Thanks, here's a wip of the texture!

http://www.bolman.nl/tm/wip4.jpg

Lee3dee
07-10-2003, 08:23 PM
awesome texturing! his smile reminds me of the demolitions guy in small soldiers. :)

Supervlieg
07-12-2003, 11:32 PM
Background story:

The story of TM starts somewhere in the year 1892. This was the year TM was brutally wounded by the legendary giant squid known by the name of Octo Omega. This legend was hunted by many, but no man had ever met with the beast. Until the faithful day TM was wounded by this eight armed freak nobody actually thought the legend was true.
Barely surving their first meeting TM (short for Testosterone Machine. The few friends he has call him Mac, but his mother insists on calling him Tess) decided it would be his soul purpose in life to kill this animal. So he sets out to sea with his boat, gun and diving gear...

TM is the star of an action adventure that mostly takes place under the surface of the sea. This game is to be released on all three Platforms (Gamecube, Xbox and PS2)

Supervlieg
07-12-2003, 11:34 PM
Textures
http://www.bolman.nl/tm/textures.jpg

Supervlieg
07-12-2003, 11:35 PM
Wireframes (Total triangles 3917)

http://www.bolman.nl/tm/wires.jpg

Supervlieg
07-12-2003, 11:42 PM
Front render
http://www.bolman.nl/tm/render1.jpg

Supervlieg
07-12-2003, 11:43 PM
Back render (phew just in time for the deadline :buttrock: )
http://www.bolman.nl/tm/render2.jpg

Supervlieg
07-15-2003, 01:59 PM
In awaiting the voting, how about some comments and critiques on this model?

I plan to work some more on it after the competition is finished.

ElysiumGX
07-18-2003, 06:37 AM
Great work. Fits the concept perfectly. It has icon written all over it. I said I wanted to see it, and now I'm happy.:applause:

My only critique is the texture. Many areas of his arms and suit look highlighted TOO much. Use less bright, and a little more color.

Love it.:thumbsup:

Supervlieg
07-18-2003, 10:34 AM
Hey thanks for the feedback. You have a good point. I actually made the textures to be selfilluminated. But I hadn't much time left to include shadows, so I rendered it with lightning on. Ill work some more on the textures :)

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