View Full Version : Character : Cyper-punk Pirate
01-27-2004, 11:28 PM
Hy all, here my new WIP :
Modelisation WIP :
hope u like it :) More updates are coming soon !
01-28-2004, 12:24 AM
it's very piratey, but not very cyber or punk.
01-28-2004, 01:24 AM
I agree. Definately very nerdy, but i don't see the cyber punk very strongly
maybe he should be wearing a linux t-shirt or something or have some darker colors in the costume atleast. I really like the character in the face though.
It's a good character no matter what. but if you're trying to make cyber punk keep going.
You really like little glasses dont yah Guntharf
01-28-2004, 07:18 AM
ok, all of u are agree that the title is a little false, it's more "Mad Max pirate" or "Waterworld pirate" than "cyber punk".
My faute :(
BTW, thx for the critz.
actually he's more "disney pirate"
good model though, my own issue is with the mouth though, it looks more like a point than a mouth.
01-28-2004, 07:30 AM
Ferg : maybe a little "treasure planet" inspiration but not wanted. :)
About the mouth, on the artwork it's clearly a little dot. But on the model (some close-up will help) it's a real "little" mouth. I'll post updates soon with correct close-up on the different parts that we can't really see.
Thx for comment ^^
01-28-2004, 10:53 PM
small update :
Modeling is finished (or almost).
head close-up :
Let's go to UV's ! :)
01-29-2004, 12:30 AM
the body is good and has nice asymetrical touches, but i'd work on the head a little more before uv-ing. maybe make the hat shifted a tiny bit to one side. and definately make the ties in the back uneven.
01-29-2004, 07:15 AM
h2olt : thx for the comment :) My prob is that the hat has been modeled from extrudes of the head itselt. So, to move it a little, it will be difficult. Other point is the texture sheet. To preserve a maximum of place on the texture (because the body is very asymetrical and take a lot of place), i've decided to keep the face and some other elements (like scarf, hand, etc) symetrical. Your idea is much better off course but i'll see if i can do it ;)
anyway, thx a lot pfor reply and i'll keep in ming your critz :) I'll change ties in the back for sure ;)
01-29-2004, 04:36 PM
What's up with the mini glasses?
01-31-2004, 12:04 PM
ok here's a small update : (UV done)
and the map :
I think i'll use a 512*512 for the head and one 1024*1024 for the body.
02-05-2004, 07:12 PM
Ok quick update here : A quick animation test, i think the rigging is almost done, i'll start texturing his w-e :)
Here, the run cycle : (i've modified a original UT2K3 .bip to match with my model ).
Let's go for texturing ! :D
02-06-2004, 07:03 AM
Hmm, the head looks a bit stiff in the side view of the run cycle? Maybe it needs to nod forward a bit each time the front foot hits the ground or something?
Anyway, nice work.
02-06-2004, 09:21 AM
this is a great work.
As for the run cycle, I think is should really show some ackward distribution of weight. Seeing as he's got a pegleg it would look cool to see him kinda hobbling. Right now he is running as if he had two perfectly working feet. I'm sure you plan on adding that as your attention to detail so far has been thought out well.
can't wait to see the finish results!
02-08-2004, 06:15 AM
Hi, I'm a newbie here, I'm just wondering if you guys think this is any good.
02-18-2004, 10:21 PM
NuklearPanda : Not bad :) I'm happy that my work enable u to work too :) Just try to smooth a little your drawing. Maybe use the gossian blur tool? Anyway, good start :) *train train train* ;)
at last... :D i've just start the texturing : Here's a WIP of the head.
and the texture sheet :
Fox Mc Cloud
02-18-2004, 11:06 PM
Your modell looking really cool and coming nice along
your concept art i really like it, but a little Warning your
UV mapping is realy good but for UT 2003 too good if
your UVs to close together on the Texure you get black
lines on your model in game or Poly Holes made the same
shit my self stupid Engine just an little warning.
Greetz Fox Mc Cloud
02-18-2004, 11:13 PM
thx for the comment and the tips dude !! i'll take care of this for my futur character;)
02-20-2004, 06:50 PM
another quick update :
the face will be "done" tomorrow.
02-20-2004, 07:15 PM
I love the warm colors you used to paint the face. Nice color scheme. Feels very italian or something! Good job!
02-20-2004, 11:26 PM
Just wanted to say that its all looking very nice, and quite entertaining to watch your character come to life. I cant help that this character would fit into an ape escape game or something (?). Anyhoo, looking nice, and the only thing I think could need a little tweaking is the contrast in the skin. It's very nice at the moment, perhaps a little too contrasty though? Maybe tone it down just a....and i mean just a small teaspoon serving of toner downer :P
02-22-2004, 03:20 AM
here's the day's update :
I'll paint the interior mouth and i'll start the body monday i think
03-02-2004, 06:56 PM
ok, fast update after a Holiday Week ;)
i've just start the body :
*removed* (better picture bellow)
03-02-2004, 07:12 PM
there is somthng muddy about the color. Seem like it needs to pop out. Try adding a smidge a contrast and a touch of saturation.
03-03-2004, 04:36 PM
thx for advice, it will be done ;)
edit : Update :
*image removed* (see below)
03-03-2004, 10:43 PM
Looks pretty cool. I'd agree with the muddyness comment, but not too bad.
03-06-2004, 02:39 AM
here a small update again :
(Contrast has been changed)
03-08-2004, 01:12 PM
little update :
03-08-2004, 05:10 PM
DAMN you`ve gotten way better since your last model and texture. this model and texture is gold. id ditch the small glasses though
03-08-2004, 05:31 PM
Guntharf, I have to admit I was not too interested when you posted your conceptual drawing but you have totally won me over with your work. He is looking KICKASS!
I can see him inhabiting a back alley on good ol Monkey's Island. Cant wait to see the finished model.
03-08-2004, 05:42 PM
thx a lot for support Konstruct, i'm really happy to see that my work is on a good way :)
BigRedDogg, i really appreciate your comment man, it's the best compliment that someone can give me :)
thx a lot again ;)
03-10-2004, 12:13 AM
juste a quick update (omg it was my first arms > soooo hard ! :/ )
03-10-2004, 04:31 AM
looks great man. good job!
03-13-2004, 10:08 PM
ok here's the final update, don't know if the character will be change alot after this but your last advices are off course more than welcome.
some close-up :
03-13-2004, 10:32 PM
make shadows in hands darker.
03-13-2004, 10:45 PM
lol what a positive comment... Sorry but the hands is good for me.
Fox Mc Cloud
03-13-2004, 11:34 PM
How i said before i really like your model nothing to
crit from my side and for the shadows how YerEvilTwin
said thats not nesasery for the UT2003 Engine because
the Engine do the most shading.
Greetz Fox Mc Cloud
03-14-2004, 02:35 PM
thx for support/reply Fox Mc Cloud :) And u've absolutly right about the engine ;)
here's the texture sheets :
03-17-2004, 01:01 AM
if you look at the original concept, u can see some bombs and wings :) If u're wondering about that, here's your answer :D
The flying Bomb :
HOW TO USE IT :
But take care of these bombs, they don't fly during a long time :D
Fox Mc Cloud
03-17-2004, 01:32 AM
Wohhhhhhhhh nice :) do you think he could borrow me
one of these ? i got some really anoying neighbour and
it would be really fun to give him that for lunch :D :D ^^
Greetz Fox Mc Cloud
03-17-2004, 04:55 AM
now that he's nearing completion he's tuning out mighty nice. The beard stuble is hard to see and the dark tone seems to over power the lower face. Try increasing the stuble and toneing down the over all shade.
Bomd: no crit, looks fine
03-20-2004, 06:15 PM
really great textures and model idea !
04-20-2004, 11:00 AM
yeahhh - very nice textures !!! and model too.
04-22-2004, 04:34 PM
Im new on thoose boards and thats an incredibly nice style you got, i looks how you put shadows and so to learn, thanks for that ;) keep the neat stuff up, iu have no crits at all.
01-17-2006, 07:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.