View Full Version : Game Art Comp 5: Dunbar : Imp: Final Fantasy One NES
01 January 2004, 08:37 PM
FF1 Classic Imp ref pic
edit. Started a new model for contest since I have more time now to work on one.
01 January 2004, 11:46 AM
*edit* new model thread started below.
01 January 2004, 01:49 PM
Well I started a new imp model since I have more time now, heer is what I have so far.....
New Contest Imp.
01 January 2004, 08:21 PM
The Model is at 3558 tris now, andI believe Im done modeling it, just a couple little details here and there...enjoy
update IMP 2
Can we ise normals for texturing????
01 January 2004, 10:52 PM
Originally posted by Dunbar
Can we ise normals for texturing????
yep. also, much has changed since the original post about the gameart competition check the thread out.
01 January 2004, 07:37 AM
Good day everyone,
I modeled the IMP to have a bit more edge in battle, I figured after so many years of players whipping up on them in FF games,
the IMP race has had some time to evolve, more tribal like, call it "Revenge of the Imps" if you will :)
I cleaned up the model and now it is seating at 3390 tris. The only thing left to model is the dagger/weapon. Does anyone have comments before I begin UV editing and texturing???
Update wire frame with tri count
01 January 2004, 08:39 AM
You should really consider cleaning up your poly topology. It seems like you have a lot of wasted polys that you could use on different things.
Try laying out the poly's in an orderly fashion. This also helps you when rigging and uvw-ing the model.
Check out this thread about poly layout
01 January 2004, 03:41 PM
Thanks Supervlieg-I cleaned up the ploy's and continued adding more details, started on the tunic, belt, and shoulder armor, the current tri count is at 3284. Of course I still plan on cleaning some more, after every detail add on. How does it look now???
Here is an update shot
Here is a wire shot
2 more REF pics and I had to throw in the FF1 classic Cover :) huh remember the days...........
I guess there is a refurbish version for wonderswan color.
01 January 2004, 06:05 PM
The mesh certainly looks a lot cleaner now. The large hands and feet are quite okay but need more definition. Same goes for the legs and arms, but to a lesser extent.
You can get the poly's for this by optimizing the head. The nose and tail areas have way to much poly's for the shape they have.
Try to get an even poly distribution across your model, and add poly's where more detail is needed.
The front of the lower arms also need a bit of optimizing.
01 January 2004, 08:13 PM
Just wanted to show what I planned for the feet area so you can understand whats going on with the feet/legs. They will have a wrap like these, but the toes/claws will be bare, showing out of end....
Im started cleaning up the body again, then I will continue on details, for hands, feet, and face....
Will have an update soon.
01 January 2004, 03:08 PM
Alright I had a good chunk of time to work on it today, I finished cleaning the poly's, then I finished the tunic, hood, shoulder pads, feet, fingers, belt....then cleaned again :) The only thing left to model is the dagger. I like how this turned out so far; I cant wait to texture it. I took alot of shots to show this update. :)
Tell me what you think.
01 January 2004, 07:27 PM
The mesh definitaly looks cleaner. And the poly topology looks much better.
I'm not really familiar with the character, but I think the best you can do now is tweak the model until the shape is better defined. Perhaps try to find more reference pictures. Perhaps you should try sketching the character to figure out the shape he should turn out to be. I usually helps me to get my ideas clearer in my head.
02 February 2004, 09:44 PM
I cant bellieve I finished this....Mu plt has been working 3 24hr missions and 1 eight hour mission, so Ive been working everyday, I didnt think I was going to finish this...I do wish I had more time to work on the textures...It was alot of fun.....
02 February 2004, 09:50 AM
what does everyone think???
01 January 2006, 03:00 AM
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