View Full Version : Game Art Comp 5: bigbad : SS2 : Earthquake

01 January 2004, 07:23 PM
I thought of remaking one of my favorite characters from Samurai Shodown 2. Yes, Earthquake .
Here a pic if you dont remeber him.

Well I thought because he was only in the 1 and 2 Samurai Shodown he had to do something in his spare time when cash is low. Like killing sweet things and making money of it. Then it struck me: Why not a dirty/bloody butcher, with a cigar.
With all the white-trailor-trash-clothes (dont know if that the legal term) you can think of.

Good luck to everyone entering the Game Art Competition #5.

Ill keep the last image uppdate on the front so you dont have to click to the next page all the time.

01 January 2004, 07:37 PM
Niiiiccee pick, I hope you'll make this look good. can't wait!

01 January 2004, 07:41 PM
Great choice, SS had some great characters.

01 January 2004, 09:13 PM
Beaneh; I hope so too :-).

Little update:

01 January 2004, 09:56 PM
good start, I just hope you'll change some stuff about the concept as a lot of entrys are ending up looking exactly the same as the original. Awaiting the next update :)

01 January 2004, 10:33 PM
I wrote under the reference how he is going to look like. But I still want him fat but strong. :)

01 January 2004, 10:50 PM
Arggh!! I can't believe I even read that before I posted!! Stupid me.. sorry.. That was just plain stupid.. Thanks for the reminder though, bed time~

01 January 2004, 11:08 PM
No worry Beaneh :-).

01 January 2004, 11:46 PM
Well last update for tonite.
Still alot to work with it. Tha hands and a nice wire. Less polys too.

01 January 2004, 03:19 AM
Looking good

01 January 2004, 07:37 AM
Yet another update.
I triangulated the model and the polycount is right now 2560 tris.

01 January 2004, 09:07 AM
another update with wire.

01 January 2004, 03:46 PM

texture test. I know its bad, but feel free to comment. Ive spent like half my day on texturing this. :-/

01 January 2004, 06:13 PM
Ive done alittle more on the head texture...the arm are not even close of beeing anything. Its a never ending strugle.

01 January 2004, 08:47 PM
Another texture update.
2590 tris.

01 January 2004, 09:43 PM
hmm cool, what software are you using "maya" i guess.
and i want to ask you what is the polugon count on the final model. but i like it its nice, the cloth is going to be a texture right. why dont put some extrusion fir the cloth, just as a countour. :)

01 January 2004, 11:07 PM
looking good, texture's comming along niceley, I would move the niples up a bit though, since they are on the edge of his uhh.. cup size. And definately work on the eyes/face a little more, I don't know if you were still going to do this but.. and also, since you have a few polys left, I don't know if you are going to use this for his clothes like pimeto said, or if you'r going to add a weapon. Otherwise the lower armguards would be a good pick to use em in, and maybe the feet. Keep em comming.

01 January 2004, 02:00 AM
I love the geometry flow on this - ill have to take note for future reference! Quite an odd pose to model him in.
The textures seem a bit basic, but im presuming youre still working on them. To make it easier for you, i would turn off the specular, and select use no lights from the lighting panel menu. This lets you see just the maps on their own, with no shading or lights.
Keep it up - this could be a goodun.

01 January 2004, 01:55 PM
The polycount is right now on a 2590 polys so i have some to spare. Still having problems with the textures. I have no real skill on this plane. So it going to take some time. Time, time, time.

I have to redo the uv-mapping again. I will to the clothes of the original character. This is the first real gamemodel I do from scratch and I want to do it perfect.

Thanks for the comments by the way.

01 January 2004, 05:28 PM
Alright. Ive done some modeling change. Remaped the uv and will start with the texturing.

Anhy pointers how to texture a figure.
Eh I have to connect my wacom now.

[Edit] And no its not a fat spder-man as a friend pointed out :D

01 January 2004, 06:27 PM
Heh, fat spiderman. Thats funny.

I would check the fingers and add more polys to make em better for animating.

The start of the texturing looks good so I would say keep adding detail to the map. And make sure you have a good UV layout.

01 January 2004, 08:14 PM
After remapping the UV i used the 3d paint tool in maya to paint the darka areas. Did some more remodeling as I go.

01 January 2004, 02:02 AM
Hi. Im back from work. :)
Well still working with the texturing and modelling part. Always find something wrong with the model.
Here is the latest uppdate:

01 January 2004, 05:20 AM
The focus is gonna be the face.
I would rework the mouth, especially the teeth. They are poorly detailed, when the rest of the model has pretty nice countour and detail.

01 January 2004, 12:38 PM
Nice progress! I think I agree on Neils comment on the mouth and theeth though. They might need some more focus. Either in modelling or texturing. And it would be nice to see more details in the clothes aswell. But you're probobly working on that...

Other than that, I think it's really shaping up nicely. But where did the tatoos on the arm go? :)

01 January 2004, 01:16 PM
Thanks for the comments Neil and m.h :).
Yes I need alot of work with the face and teeth. I havent done the alpha channel on the texture yet. Ive been thinking of using Normal maps to get the detail I cant do in normal texturing.

About the tatues, Ive redone the texturing and uvmapping, tats why.

Thanks for the comments guys.

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