View Full Version : Game Art Comp 5: DreiGrasheir: Zalbag Beoulve
01 January 2004, 10:56 PM
ahh, nostalgia... I'll be doing Zalbag Beoulve: Ramza's older brother and leader of the Hokuten Knights from Final Fantasy Tactics, for the PSX.
01 January 2004, 11:03 PM
01 January 2004, 05:08 PM
I hope you use the illustration for your guide. I loved the illustrations for that game, very unique!
01 January 2004, 05:23 PM
Zieroth- yeah i liked him, even when he was a bad guy for part of the game. It was either him or Olan Durai, but I couldn't find very much reference of him.
Big D- maybe because i just woke up, but what do you mean me the illustrations? the bottom picture?
01 January 2004, 01:55 AM
Oh yea, the drawings that were done for that game (the lower picture)
01 January 2004, 08:37 PM
Whew! Finally I got some time to work on this bad boy. Here's his head... weighing in at 438 Triangles. As a side note, this is the first non-tutorial model I've built in 3D Studio Max. enjoy.
01 January 2004, 03:03 AM
minor update :D
right now he weighs in at 3680 tris, but i will be getting rid of plenty of them once i actually attach the arm and leg pads, and delete the hidden geometry. i still have to make his collar in the front, but C&C please... before I start laying this bad boy out for texturing.
01 January 2004, 03:46 AM
You can't give him a nose! That was what was SO COOL about the FF Tactics!!!
BTW, good so far for a 1st real model. Remember there isn't much need for all those materials, because you'll texture it in the end.
If you're going for the illustration, smaller torso, longer arms, no nose.
01 January 2004, 05:32 AM
yes, he has a nose. and it's staying that way :D
i never really noticed that none of the FFT characters had noses, beleive it or not, until i was modeling the head. Considering im going to texture this thing like crazy, i just dont think it would look right with that huge blank space in the middle of the face.
Also I tried the super hourglass figure like in the drawing and it just plain looked wrong. I'm using the 'artisitic liscence' in this competition to make him much more buff and to give him slightly more stylized armor.
this isn't my first model, it's my first model in 3D Studio Max. I've been using Maya for the last year and half or so... and i know about the materials, those are just place holders to give more of a feel than one flat color until i start texturing.
01 January 2004, 06:18 AM
Looks Great! Only thing I could see is maybe making the pants a little baggier since the ref shots it looks like they are bloused in the boots. Iím not sure but maybe a tad bit more on the quads, or pinch the waist line a bit? I canít wait to see the textures!
01 January 2004, 09:07 AM
Overall I would say his face needs more definition, better defined cheekbones and perhaps more shape in the nose. I agree on a more slender body (smaller torso/hips) and baggy pants.
01 January 2004, 08:01 PM
well, geez... i can't go and ignore three requests to match the profile, now can i? :D. heres an update, still at 3680 tri's:
--cheek definition added
01 January 2004, 08:15 PM
Looks Great! To me it still looks like the pants showd flare out/baggy, like they are full of air, to show them tucked in the shin/boot armor.... Keep up the good work.
01 January 2004, 08:19 PM
Yep the waist is much better. So is the face. You might wanna tweak some smoothing to get a hard edge between his lips.
Perhaps his knees are a bit low.
01 January 2004, 06:37 AM
--shoulder pads smoothed
--animatable eyes and mouth added (ill do you one up, supervlieg. hehe)
will get to the other stuff tomorrow: making better hair, pads, and fixing the knees. till then, enjoy.
01 January 2004, 08:37 AM
hehe, the mouth looks good now. I also like the added detail. I think his forehead might be a bit too high when compared to the reference pics.
01 January 2004, 01:59 AM
-- Hair expanded/ear edited, brow lowered
-- Michael Jackson Nose Replaced
-- Knees raised and rotated to non-bladder-clenching position
01 January 2004, 02:10 AM
Its looking good, I just think you have a few proportion issues.
Maybe its just me but his arms seem REALLY long, and his shoulders are too wide - he kinda looks like a puppet to me.
I know the poly budget is high, but i think the thickness on his cape is a bit unnneccesary. Nice use of polys elsewhere though.
By the way - i love billys balloon! speshley the all out chaos at the end!
01 January 2004, 06:57 AM
andy- really? when my arms are straight down, they reach halfway down my quads, and that's about how long his are. ah well, i shortened them up a smidge. i also re-did his arm and leg pads.. ill post them tomorrow.
01 January 2004, 02:39 AM
update: now at 3990 polys
-- hair and face tweaked
-- arm and shin guards re-done
-- elbow and knee guards added
-- proportion fixed: thighs shorter, shins longer
01 January 2004, 10:11 PM
i think im done modeling o.O ... any thoughts to the contrary before I unwrap him?
01 January 2004, 04:43 AM
640 cc's of wires. stat.
01 January 2006, 03:00 AM
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