View Full Version : character: cordwainer (the con-cord) scott: nba hall of famer & kung fu expert

11 November 2003, 07:37 PM
here's an interesting character i developed last week. i started modeling him & then decided to make it a low poly.
basically the character used to be a cocky basketball player in the 70's-early 80's until discovering kung fu & other eastern philosophies that have put him onto the path towards enlightenment. here's a concept sketch:
model wise, i just hit 2100 polys without any work on the feet yet, but i'm not happy with the legs & there's plenty of optimization i could do with everything to still bring that count lower. no textures yet, just basic shaders. oh. and i used maya 4 to make it.

[EDIT: model update is below. sorry i think the problems with the pictures not showing has something to do with bandwidth so i'm trying to minimize]

any thoughts on it would be greatly appreciated. more wires & stuff soon.

11 November 2003, 07:48 PM
the pics dont show up.

11 November 2003, 07:53 PM
sorry they're hosted on tripod. it's unreliable as hell. you can keep trying to refresh or something. sorry.

11 November 2003, 09:59 PM
The pic shows up over here.

The model looks great, I like the face a lot. Can't really judge the body from the shot you posted.

Are you sure the 2100 polycount is in triangles?

11 November 2003, 10:43 PM
no, polys... should have mentioned. it's not triangulated. i was waiting to finish everything before i did that.
in the past hour though, i added feet & triangulated it to see what i was dealing with. i was aiming for something around 5k, & triangulated it's 4758 triangles. i'm still looking to optimize it though. that's the next step. thanks for the comments.

11 November 2003, 04:20 PM

there's an update of the model. it came to 4758 triangles altogether, but right now i'm thinking i'm going to optimize a bit & then add some cloth (and maybe facial) wrinkles & other little details like that. any other thoughts on it? thanks in advance for comments thus far

11 November 2003, 04:19 PM
hmmmm 260+ views but only one comment with feedback on the model. is there something wrong with it that no one is pointing out? i don't understand. i was really interested in hearing feedback.
right now i'm trying to optimize, it's going ok, not a huge drop in poly count yet, but i only took away minor edges so far.
but please, comments? anything? they'd be greatly appreciated.

11 November 2003, 04:43 PM
I personally think its awesome,
I dont know much though :(

11 November 2003, 06:08 PM
Sometimes the comments take a while. Just keep posting dude. And posting wires usually helps.

Youre on the good track with the model. A few things though.

>>His arms and legs are a bit too long, especially the legs.

>>his face seems a bit flat when viewed in profile. I think his nose should stick out more and his forehead should be more round.

>>I think his feet are a bit short, they should be longer.

>>You might wanna make his beard and hair more hairlike by using alpha maps.

>>You should add his Adam's apple to his neck, give his neck more shape. You've got the poly's for it.

Good luck, hope this helps you out a bit

11 November 2003, 02:38 AM
oh man, i wanna play as him :D

11 November 2003, 04:22 PM
first off to hamsterhead & tsetse, thanks for the kind words.

supervileg: thanks for the comments, that's the sort of thing i was looking for! i kinda like the way his nose is, but i smoothed back his forehead & chin a little bit to make his face a little rounder. i also extended the feet & gave him an adam's apple, you were very right on those. as for the alpha maps on the hair, i was planning on doing that once i got to the texturing stage, but as of right now he's still got the basic color shaders on him. as for the arms & legs, i intentionally made them a little longer to make him seem taller. he's supposed to be a retired basketball player so i figured longer limbs would give him a feeling of lankiness... but are you saying they're still too long?

here are some more wip shots btw, just pictures of the progress really:
i'll have more wireframe pics soon. as far as optimizing, i've already cut him down by 700 triangles even, so as of right now, he's coming in at 4058, but i still have a bit to go. if i might lower my limit to 4k if i can just do a few more tweaks to him & still have some of the count left over for wrinkles & the like. anyway, thanks for the feedback!

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