View Full Version : Pirate Character (WIP)

Howard Day
02 February 2002, 01:50 PM
Hello! Here's my too-late-to-enter entry into the Challenge. I've still got a long way to go, so I'd appreciate any imput you guys might have. And he's supposed to be a lobster. :)


Howard Day
02 February 2002, 05:49 PM
Added Wings! :)


Comments welcomed and desired!

02 February 2002, 06:00 PM
You texture work, is nothing short of spectacular, especially on the metal part and the lobster like back.... amazing work indeed, to bad you didn't meet the deadline :( what proggie?

Howard Day
02 February 2002, 06:07 PM
Yeah, it is a bit of a bummer. But considering I started modelling this on the 29th, I made major progress in a short amount of time. :) I used MAX 3 and sub-d modelling.

And I'm glad you liked it. :)

02 February 2002, 08:13 PM
you started on the 29th?? wew, man you're damn fast...
I really like the model. you did a great job texturing it!

02 February 2002, 02:02 AM
Outstanding character, such a wikedly cool arm. the mechanical gadgets and the shoes are my favorite parts. Not to mention the great texture work.

Howard Day
02 February 2002, 06:23 AM
Okee. Some updates :
Altered the jetpack:
And the decals I've been putting on:
This one is right over his butt, attached to the backpack...


02 February 2002, 06:35 AM
looking good (and that fast?!). keep working on it! :)
dont know what to say (but..).... but, did you put a velvet shader on all the surfaces? they have an interesting touch.

Howard Day
02 February 2002, 06:40 AM
Velvet shader? No, not really. I did put a falloff self-illumination map on any organic surfaces. It's very slight, and give those surfaces a very realistic look.

02 February 2002, 06:52 PM
Heya Howard. That's a really nice piece of work there, especially considering the time you did it in. Since the modeling is great as it is my crits are more directed towards the materials.

I find the worn look of the metal to be too monotone; the worn-off paint has the same chipped off look over all edges and the dirt streaks look too random and without reason.

I also find the decals to be a cool idea but they seem a bit misplaced. Or maybe it's just that they are so neatly stuck to his gear. Rotate them a bit, make them look more randomly placed and slapped on. Make them look as worn as the rest of the metal.

You also say that the falloff look adds to I unfortunately greatly disaggree :(
I've seen quite some people use this approach to soften their materials but I always think it makes it look either too velvety (like Naz said) or like everything was lit with a non-shadowcasting rimlight. It might work out for more cartoonish stuff, but it really is a better idea to make your model "pop" by adding proper rimlights instead of faking it with falloff self illum materials.
That's just my opinion though.

On the other hand it IS a good idea to use falloff colors to your materials as colors do change accoring to what angle light falls onto them. Just don't overdo it as it's really a quite subtle effect. And avoid self illumination for it ;)


Howard Day
02 February 2002, 07:33 PM
Thanks, Wiro. It's true what you say about the fallof map. However, I wasn't going for a totally "realistic" look here. More of a stylish "shrek" kinda feel. And I think I'll turn down the falloff intensity, as you suggested.
As for the metal, I can see where you're coming from. But I Like how it looks. :) I'll give it a shot, changing the materials, an post it here if it looks good.
Thanks again for your comments!

02 February 2002, 10:05 PM
Heya H.E.

Wow man that look awesome! the sash and ammo belt were nice additions, but what about the flintlock laser pistols and rifle? ;) heh heh...anyway, looks awesome man, keep up the excellent work.

Brad McKinstry
-LightWave Modeler...
-Story Teller...
-Semi-Here 25% of the time...

02 February 2002, 11:10 PM
Talk about bizzare! I totally dig the mecha eye-stalk, the shoulder thingie kept catching my eye however. How does this guy eat? I suppose he's got another mecha arm to chow down with. I really like the detail in the texture, although in some areas it seems a little overdone, all in all I think it's a really great piece.
It really goes to show what a difference good textures can make. I gotta be honest with you, I was less than crazy about the character before you texured him. Now I'm quite impressed.

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