View Full Version : WIP: Boy & his wolf

12 December 2005, 11:12 AM
Hello all,

Here is a concept of the characters im doing. Its pretty rough still but i will continue to clean it up. I was inspired by FABLEs art direction.

I was to antsy so i modelled the boy character already, i have the concept down in my nogg'n already soo i should be fine.
Poly Count is 1591

C&C are more than welcome

12 December 2005, 09:24 PM
dunno why people let threads dissapear like this, its nice work man :)
I'd do some more on the texture though,

12 December 2005, 11:44 PM
cool concept,:thumbsup: the model is looking good as well, can't wait to see the model of the wolf, he looks really cute. :)

12 December 2005, 12:51 AM
v.good :o keep going

12 December 2005, 12:09 PM
Hey! Thx alot, When i post stuff here i rarely get any replys :S. Here is A texture update, still blocking out the detail and the wolf still needs a bit of tweeking. Hope you like it thus far.

12 December 2005, 03:03 PM
yeah i get the same problem, its why i help to keep threads with no posts alive :)
looking good so far, i'd make mr wolf a bit bigger he looks like a puppy wolf at the moment.
i am loving the cloth feel you've put on the clothes now, its good!
I think your shoes need some more love and attention hehe, I was recently doing the same shoes (converse) so i'll show you how far i got if you want.
its a bit high poly tho:

12 December 2005, 06:59 PM
his pants are sagging a little low, if I were him I'd definitely be worried about my ass crack showing (or worse). Especially if I'm running into battle. There's something about his face that is bothering me, like the texture is too small for the size of his face. Either that or his hair is too big? :shrug:

12 December 2005, 08:50 PM
This mesh has absolutely no accommodation for mesh deformation. Have you rigged a character before?

01 January 2006, 09:11 AM
i agree with gradius cancer. his joints are missing. i mean a model which is to be animated must have proper edgeloops in the joints like shoulders, elbows ,wrists,knees,ankles and so on and yes i forget the neck, for the purpose of proper deformation. i am too not a master in low poly
mesh flow but atleast u should keep these points in mind and u will improve this model a lot.

i like the concept a lot.

the same problem is with the dog also.basic mesh is very nice but just add one edge loop above and one below its elbow joint and u will see the diff. i hope u understand what i mean to say.

happy new year! :)

01 January 2006, 11:31 AM
It's a great concept, tho one thing which really stuck out when looking at the game model is the dagger belt, the daggers look as if they escape gravity, just a little eyeballing and adjusting and it should be great! good work, let's see some progress, don't worry if it's taking you longer than expected, good work takes time

01 January 2006, 01:20 PM
Thx for your comments, Can you guys give me a more specific example and how you would change the mesh.
GradiusCancer: Can you tell me why you think it has "absolutely no accommodation for mesh deformation"

Whats a rigg?:P

Happy new year! Im drunk

01 January 2006, 01:46 PM
Just a comment. In the concept pic, it shows the wolf with its tail up. If I am not mistaken, pure breed wolves never curl their tails upwards.

Also, it looks very much like an Akita Inu :)

01 January 2006, 04:49 PM
ok ive streched few red loops in ur image which show the loops which i think u can add to make this model animation frendly.

1 loops for the proper deformation for elbow.
2 loops for the proper deformation of wrist.
3 loops for the proper deformation of knees.
4 same as u did for the fingers.

may be it can help.

2nd question. when we make a bones set up or use any kind of plugin like character studios biped and then connect that bone set up with our model it is known as rigging. and the bone set up which is tailor made for diff models is know as a rig.bones are connected with the model mesh with modifiers like skin modifier in max etc. so the mesh should be made such that the bones are able to correctly deform the joints. i hope i am making sense.

same thing u can do with the wolf also.

ur basic mesh is very clean and nice so only few loops can make them ok for animation.

01 January 2006, 05:46 PM
Thanks for answering those questions, dreamsunlimited. You are very helpful.

!yayo, sorry I didn't go into more detail (new years and all), but these are things you HAVE to learn to be a character artist. I posed them because I noticed under your name it said character artist for hire. Take the time to jump into deformation and rigging now, with this character or you may find yourself as an environment artist.

01 January 2006, 01:16 AM
Ahh! I've been away for awhile, here is an update:

GallenWolf: Thank you for pointing that out! hehe, if anyone knew wolfs id be GallenWOLF!

I've also optimized the mesh.

01 January 2006, 01:34 AM
Hey this is coming along :) it's improved a lot tho I think the arms need a bit more work maybe

01 January 2006, 06:28 PM
Have you seen this? It could help you bring that skin to the next level... even if you just use a technique or two.

Other than that, it just needs cleaning up and some more shadows/highlights. Good work so far. Kickin' sword!

01 January 2006, 09:07 PM
Very nice work man !

i like how you deal with very low poly

keep going !

01 January 2006, 06:19 AM
reshaped + desaturated the hair, repositioned the eyes and nose a bit as well as the ears. Hope you don't mind.

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