View Full Version : :::DragonMiner:::Low Poly Character

11 November 2006, 05:05 AM

A curious dwarf that finds passion in searching for Dragon eggs instead of metal and stuffs. Using Maya just to keep the program knowledge fresh. Crits and comments would be a wonderful help.


11 November 2006, 05:43 AM
Nice start. I like the added touches on his broken helmet and sledgehammer. If I must crit something, his beard looks a bit too flat. But the texture might fix that, though :D

11 November 2006, 07:02 AM
I think this should remedy the flatness of the beard and break up the shape when textured. I also did some sketch over explorations to try and figure out how to break of the shapes of the overall model, (displayed on the right) so here is what I got. More updates soon. Thanks for advise Justchris.


11 November 2006, 02:21 AM
nice work, cant wait to see the textured verson

11 November 2006, 02:14 AM
Here is what I have for the texture thus far.
He's old, mean, poor, tired and hardened from life's struggle of searching for the eggs that he never seems to find :(

CrimsonTwilight: Thanks, I'll try and get him all textured as fast as I can.

12 December 2006, 02:13 AM
The character has a few gool ideas but the model as a whole has a very straight and smooth shilloette.

Zoom out from the image and you’ll see what I mean. The bag has a couple nice chapes in it so far.

Take the bag off and see just the dwarf. Does the shilloette say ‘dwarf’? Why (not)? If there was another character next to it, what would distinguish this one from another besides just height?

12 December 2006, 08:57 AM
Totaly agree with WrittenBlade ( vbmenu_register("postmenu_4045800", true); about biger mustash,
I think it'll give him the right personaliti.
I love this character and his story:), nice job.

12 December 2006, 07:41 PM
He looks really awesome Written blade has a ton of good crits and i cant think of anything to add, but id really love to see the fully textured version of this.

12 December 2006, 05:06 PM
I was able to make some progress last night, still trying to block in the texture colours and really attempting to figure out where this guy is from (is it cold? High alltitude?? stuff like that). The process takes time when you dont start with concept and time to work on it ... Shame on me.

Thanks for the crits and comments all. Written blade: I have definitely taken your comments into reference espeacily through texture etc. Thanks

12 December 2006, 03:46 AM
some updates.


12 December 2006, 03:52 AM
Chain mail texture is dnoe a bit big but it's coming nicely =D
I like that the middle armor breaks up the body nicely. The Beard had a more interesting hape int eh previous post though. Maybe something in between?

01 January 2007, 05:08 PM
Still more to go. Time is soo precious. Textures are definitely inspired by some WAR concepts I was looking at.


01 January 2007, 05:43 PM
Very nice work, great progress too :) The blue is a bit strong in my opinion, a bit too festive for the job he's doing, maybe darken up/saturate his other parts as well. Really nice work!

Psionic Design
01 January 2007, 08:15 PM
This guys' coming along very nicely, maybe overlay some grunge/material type textures on some parts??

01 January 2007, 10:08 PM
Yep, def cool, like the facial features :)

01 January 2007, 09:21 AM
Excellent work. I'm liking very much the work with textures. But I agree with XTitan, those blues could be less satured.

01 January 2007, 07:23 PM
I told ya already, but for public hazing purposes, I'm still wondering where the neck is!

For the shirt, maybe a touch down in saturation but it could also pass as a design choice or story element for his culture.

01 January 2007, 11:08 PM
The texture are done real well. Definitely like how you spruced up the beard. Are you going to put horns back on the helmet?

01 January 2007, 11:10 PM
The textures are done real well. Definitely like how you spruced up the beard. Are you going to put horns back on the helmet?

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