View Full Version : Gnot Model

Anders G
02 February 2002, 01:15 AM
Hey, first post her, i come over from the Polycount forums.

And I want to show you a few screenshots of a project i've been working on the last few days, with a friend... Pestilence.

He made the concept art, and i made the mesh. We are making two versions of this creature, which is why i started by making a basic mesh. What i've got now is the Grunt version of the mesh:

its not entirely done, you might noticed that the hands arm missing

i hope i can't update this thread soon, but im going to Spaien(sp?) this friday

Anders G
02 February 2002, 12:54 AM
boohoo, no comments or crits :( ?

02 February 2002, 01:07 AM
Hey Anders...Interesting modelling!

Seem to have a good amout of polys uh?

I can't w8 to see it textured + the smooth edge looking...

You seem to have good techniques skills!

Keep it up!

02 February 2002, 05:30 AM
Hey Welcome aboard Anders. This is looking very nice. What is your target poly count? Don't forget that a lot of the little details can be made up in the skin.

You have a good-looking model going that has a lot of style to it. Be sure to keep us posted on any progress you have.


02 February 2002, 02:58 AM
Hey nice one there mr. anders...:D

thats looking very stylish...this is by far your best effort yet!!!!

very stroggified

i love em

Anders G
02 February 2002, 03:13 AM
Thanks to the both of you, for taking your time to comment my model

paranoy2k: the model is about 2500 polys

good skills, thanks, i really dunno, these days im trying out all the different techniques i hear off, i want to learn all of them and pick the one i like :)

im pretty sure that the model will be skinned, and it will be damn fine too, the skinner/concept artist is a good friend

bobo: hi bobo, thanks for letting me on board, you might know me from #md and polycount where im know as Susse :)

i don't really have a target count, but everything between 3000 and 3500 would be nice

i know alot of the details can be made up by the skin, but i like wasting using polys on details instead of just making the model less blocky

the style must be Pest's fault, he makes great concepts, i think im developing my own style with mesh creation, but lets see about that

dur: thanks for all the kind words, you know im a huge fan of your work too mike winder :D

no updates yet, i've got alot of paper work to do this week before i go to Spain

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