View Full Version : Game art comp 5 : Supervlieg : Death Adder
01 January 2004, 09:45 PM
I've decided to switch characters. I felt the samus character was planning to do was more of a redesign of a character that was already done in 3d. I wanted to do a real pixel to 3d translation. Which I think is also the main thing of this competition.
I chose Death adder, the main enemy of the Golden Axe series.
I knocked up this sketch that will be my main guideline for the 3d model. He might change in the modelling proces though. I hope to post some wips soon.
Here's the original from the game:
01 January 2004, 10:23 PM
cool idea. golden axe has a quite a few ideas for this comp. i'm currnetly trying to gilius thunderhead the dwarf.
i thought it would be cool to do one of the 2 legged bird lizards as well. those things are funny!
01 January 2004, 11:18 PM
Cool, i was hoping someone would do a character from Golden Axe. Concept looks good, looking forward to seeing this develope.
01 January 2004, 03:37 PM
hehe, I'm looking forward to seeing some other golden axe characters developed.
01 January 2004, 02:14 AM
cool character, hurry up and finish it!
01 January 2004, 01:17 PM
thanks Miroku, I'm hoping to post an update tonight.
Is that a Jin Roh soldier youve got as an avatar? Did you model it?
01 January 2004, 06:39 PM
It's a flamethrower equipped nazi with a stylized gasmask on... semi Jin Roh inspired. Yes I modeled it :)
01 January 2004, 09:34 PM
Here's an update of Death adder. Kind of finished work on the torso and head. Gonna do the legs and all his gear next. Any thoughts so far?
@Miroku: Do you have pic of the soldier somewhere? It looks cool. You should also check this game (http://www.killzonegame.com/modules.php?op=modload&name=mediacenter&file=ss_03) , Its inspired by ww2 and jin-roh among other things.
01 January 2004, 09:34 PM
01 January 2004, 09:48 PM
Good start, But I think it wouldn't hurt adding a few more muscles on the arms and beefing em up a bit, make his arms (and legs too) look a bit more complex. I like the way you did the head in the concept more then in your current model, he also seems stronger than the original character but it doesn't really resemble your model yet, just play with his porportions a bit and make him look stronger, but I guess the armour will change a lot about the current look.. err im talking too much again, good luck!
erhm , try to eggaruate the armor on the legs a bit.
01 January 2004, 10:48 PM
I will beef him up more. He needs that "solid as a rock" look.
But I'm also trying to keep him within realistic human proportions. The armor definitaly need more work. I think I'll also do another version of the horns on the helmet just to see what makes him look more bad.
01 January 2004, 03:41 AM
Looking good so far, but I think there's something in the musculature that's throwing me off. For someone of that kind of build, his shoulders are extremely small. Lengthen his delts somemore, which should also pull his pecs (the bit that connects the chest to the upper arm) out. I think that's currently the main thing that strikes me as off. Also maybe make his arms bigger. Right now they seem a little thin compared to the rest of his upper body.
01 January 2004, 08:46 AM
Good point, Ill tweak the delta's and his arms (and legs btw)
01 January 2004, 08:59 PM
Update: Buffed him up overall. I tweaked the torso and made his shoulders bigger. Detailed the boots and changed the helmet. I think I like the horns better this way. Makes him look more evil >:)
Close up of the helmet
01 January 2004, 09:09 PM
Some areas need to be exaggerated a bit to give him some more character, I read that you're already going to play with body proportions, so I'm not going to comment on that yet, but you need to adjust the armor to make him look more badass, firstly the horns need to be longer, more vertical and the shoulder pads much larger.
01 January 2004, 09:15 PM
I agree that the shoulder pads definitely need to be bigger. On the flipside, I don't really agree with making the horns longer. I feel like thicker would work better, as far as giving him more character. I reckon they're long enough as is. :)
01 January 2004, 10:55 PM
Minor update on the belt.
Thanks for the feedback LoTekK and Dudeguy.
Ive made the horns slightly longer and thicker, I kinda like em this way.
Also increased the shoulder pads and made an extra layer to the pads. They may flare out as the arms lower to give him that broad look.
He wont really get al lot of armor, just the pads and some armoring on the legs. And some leather straps on the torso.
Colors are just temporary:
And the wire
01 January 2004, 11:43 PM
Looking good. :thumbsup: One thing I forgot to mention earlier: widen his lats. Think Bruce Lee kinda wide. :)
01 January 2004, 11:46 PM
looking spiffy so far, man. aside from the above comments, the horns still dont look right. try pumping a few polys in em. keep up the good work.
01 January 2004, 01:46 AM
The geometry is looking simple, yet effective, I would say maybe get a better flow around his torso - the polys are looking too 'banded' at the mo - very uniform. I think he looks a bit weedy as well - beef him up some more - think astaroth, like your avatar!
Looking good so far - it should look ace once textured
01 January 2004, 05:56 AM
ummm...I'm only seeing red x's? I really wanna see this, I loved Golden Axe and Death Adder is an awsome character!
01 January 2004, 07:11 PM
@LoTekK: Bruce is a good example yes. Will widen!
@DreiGrasheri: More polys will be added to the horns. This was just a tryout for the general shape I wanted them to be.
@Andy H: I think Astaroth is perhaps too beefed but I'll make him more big.
@Eric 22: I dont get it. The pics should show up. Try these direct links http://www.bolman.nl/cgtalk/da-wip6.jpg and http://www.bolman.nl/cgtalk/da-wip7.jpg (you can go back up to da-wip1.jpg)
01 January 2004, 08:49 PM
Another update. Added some straps. Also buffed him up a bit more. Added some armor to the arms. Im thinking about dropping the cape from the design. I tried it but it made him look a bit goofy. He's a lot meaner without it.
I might start optimizing, since I'm coming close to the polycount and I still have to add the golden axe and the shield.
And a close up
01 January 2004, 09:02 PM
01 January 2004, 08:46 PM
Ive fixed a few things but I haven't really made any progress. Trying to finish some stuff for the expose 2 book.
If I dont make the deadline for the game comp, I'll finish death adder anyhoo because I'd like to finish him.
Any thoughts on adding or leavind out the cape? I thought I might leave it out and go for some heavey armoring on his back.
02 February 2004, 11:23 PM
Update: Finished the modelling, will continue on the unwrapping and texturing. Ive included the Golden axe which will be carried by Death adder. Together they're clocking in just below the 4500 tri's
And the wire
02 February 2004, 12:50 AM
Do you want to know where you can save polys? or do you not care because it's under the limit and you've started texturing? :)
02 February 2004, 08:48 AM
I care, I care!
02 February 2004, 01:57 PM
The abs can use some optimizing. Especially since it's behind those straps and metal circle. Just looks like a lot of unnecessary countour lines there.
At the top of the boot (the extrusion between the leg and the outline of the boot) looks like a subsection there. Which wouldn't matter, because it's straight anyway, and since it's all the way around teh boot, you're losing a few because it's curved.
I think the axe could use some optimizing too. The part where the handle meets the top it straight across, yet you have 4-6 subsections there. The metal rings around the metal where it meets the wood could be ditched. And why does it look like it's cut twice where the points of curve of the axe blade join?
Hope you can understand that mess :)
02 February 2004, 03:28 PM
Yeah thanks for the info. I think i understand most of it :)
Most of the things you mention are there for a reason.
Ive thought about optimizing the abs even more. They allready had a optimisation round. I like to keep some detail in there. If only for the idea that the straps might come off during a fight. and the abs needs to show more detail.
The loops above and below the knee are there for animation/rigging purposes and the other makes up the shape of the calves.
The rings on the axe will stay, I think they add to the overall silhouette of the axe. I might enlarge them a bit. I've added a lot of cuts to keep the curve of the axe seem as smooth as possible. I believe there are some useless loops where the axe and the handle are joined but I have to check that when I get home.
02 February 2004, 07:45 PM
Dont think I will make it before the deadline. That's too bad because there were some great entries to compete with.
I guess I finish this one in my own time. It was a good run while it lasted though.
02 February 2004, 01:32 AM
I was really looking forward to this one. I loved Golden Axe...I was always the chick or the dwarf. The big alpha male character was kinda pointless.
Death Adder always ate so many of my quarters...and hours on my Sega Genesis!
don't give up!
02 February 2004, 09:12 AM
Dont worry, Im not giving up. The work on death adder will continue. It just wont be finished in time for this comp.
01 January 2006, 03:00 AM
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