View Full Version : Game Art Comp 3: Aliens: Lt. Ellen Ripley

02 February 2003, 07:12 AM
Okay so I'm back on, posting new work for this old girl.
At the end is all new work on my revised Ripley. I'm posting just as I would for a regular WIP. So, look to the last post on the thread. Lots of stuff going on here. Should have her done soon. Then on to Hicks.

This is basically a refresh of and old thread I start last year. I'm now getting more time to work on my own stuff so I figured I should put this puppy to bed.

Okay, well I figure what the hey, I had 3 front runners here, Ripley, Future Ninja, or Vash the Stampede. Since a lot of peeps seem to be going for much more indie and anime characters I figured I'd shoot for a old favorite of mine. It'll be good for the challenge since she's so familar to all fans and gamers alike. I considered doing Newt from Aliens Book II, (which by the way is how the story should have gone after Aliens) but not that many people know it, or its characters, which doesn't suit my needs... to much room for liberties. If theres one thing I hate, its when artists and producers take to much creative license with a pre-conceived and canonized franchise (i.e. Godzilla).
Also in my opinion, with the exception of AvP, there hasn't really been a great Alien franchise game and certainly not one that really focused on the main character in a truly personal way. So here's my chance to get it right. Wish me luck.:D

And yes she does have a softer side. AWWWW

02 February 2003, 08:11 AM
RIGHT ON! I think youve made an excellent choice.. choosing a character with alot of reference will save you time. also force you to work on your likeness chops as everyone knows what she looks like

wish i would have chosen a character with more refence.. im spending alot of time designing and thats not my strongest skill.. oh well ill chalk it up to experience

02 February 2003, 08:18 AM
TOTALLY! Put her in the robot suit...I loved that part.
She looked pretty cool in Alien 2, and 3....4 I got scared with all the crazy clone mutants.

Can't wait to see it!

03 March 2003, 09:58 AM
Well here I am back again, so late, so what. Work has been crazy and what sucks is my day job is sys admin, no CG, gotta pay the bills folks. To quote Ripley after Bishop tells her they have to leave the planet post haste. "We're not leaving". This thing ain't over and I still got some work in me.

So without further delay, here's my WIP. This is an early model sheet sketch just work out the details.
I have to walk a strange and awkward line here. The character of Ripley is very androgynous, even though the very feminine and sexy Sigourney Weaver brings her to life.

I find myself constantly second guessing things like is her waste too small?, how do her hips look?? she has sorta broad shoulders, right?? look ma, no big boobs, and yet she's a sex symbol. Once you throw her flight suit and all her garb on she really becomes quite masculine and butch. And even as these items are stripped away in the film, not only does her machismo stay intact, it actually increases. So the question is how do you convey this in a game model, and still make it sexy Sigourney?

I'd like to do a pose sketch or two just work out some of these issues I'm having. Once I start the model tomorrow, I'll work on some other sketches.

As for the final model, I'm going to shoot for three different outfits. Though I'm only going to really worry about the t-shirt/grenade bearing version. My priorities are as follows.

#1 #2 #3

Encourage me, crit me, lord knows I need all the help I can get :arteest:

03 March 2003, 03:30 PM
this could be cool...

03 March 2003, 09:03 PM
This last week has been hell, I've worked like 90 hours. So I'm behind. But I'm going to pretend that I'm in week untill GOLD crunch time and we've been told to do a total redesign on the Ripley model for this Aliens game.

So here are the references. The WIP will be continue up to the last minute.

03 March 2003, 01:29 AM
Heres my update, just the basic layout with the Steed 3D curve technique. at least I'm in a package now. Hope to have the body massed out by tonight, then moving on to the head.
I'm off to the gym. Will have more soon. Comments welcome.:)

03 March 2003, 08:25 AM
A little further on the model.
I"m working on a new techinque (new for me) for chest mass (these are my first breasts ever) using sub-d modeling. I think its working pretty well. All I have to do now is just merge some points to create the tshirt effect.
Again I find that I'm walking that tightrope of to sexy VS. butch. My friend remarked that she didn't have perky breasts and that it would be more pleaseing pick em up a bit. But, I say that Rip's should be more natural, and held down by a sports braw, very basic and simple.
Well I'm out.:cool:

03 March 2003, 09:41 AM
Looks like she will be great, the concept art definatly is. its also good to see such nice wips. its going to be a dream watching this progress


03 March 2003, 11:41 AM
Ah great concept!! :D :applause:

But try to make her upperbody abit more feminine! ;)

Anyways, awesome work dude! :)

03 March 2003, 07:11 PM
Thank you so much for the encouragement tpe and CGM, its good to know I have supporters. I makes it easy to keep working with this crazy schedule of mine.
CGmonkey as to you you commen
Finally someone responds on this front. So please tell me, what if anything, you think I should do to make her more fem. I was thinking something like making her ams more slender and lowering her shoulders a bit and thining them out a little.
The concept look pretty closes I think, but when you see you her in the movie she just comes off so butch, like I said that tightrope I have to walk.
Please get back me with any ideas that you have:airguitar

03 March 2003, 10:11 AM
Not much time today, well we'll it harder tomorrow night. Heres what I got so far.

Just working on mass and forms. Still working on a more feninie upper body, I think I've gotten it much closer now. Let me know what you think.:p

03 March 2003, 10:49 AM
Great work! I thing you are on the right Path now...

btw, is that Poor Leno in your Avatar?

03 March 2003, 03:52 PM
Interesting method. Looks like it's coming along nicely.

03 March 2003, 05:35 PM
Glad to know you guys dig on my Rip.
Hopefully I can get her bod locked in tonght and move on to her head. So help me I will be done with this character by next monday night. I wanna finish texture layout on friday, and then paint her up over the weekend.
Texture as most know is my biggest fear:eek: , so lets see how this goes.

Yes, Krystman, that is Leno, Royksopp rocks my world, saw em' here 2 weeks ago, oh man they know how to get a room movin'

03 March 2003, 07:06 AM
Well kids, here is some more WIP steps in the production of the Bitch (no offense ladies).

So I worked out a basic booty for her from my initial torso box. I was still considering doing the implant thing and slapping on some geo-gluts but I thought she was lookin' pretty good so I figured just let it rest. A little divide and conquer here and there should to me proud if I need more bubble on the butt.

So I thought well maybe we should do a little leg action, so as you can see above I grabbed a cylinder.
After a little tweakage we had legs in cargo pants, not bad.
Now on to stitching the legs to the body, some discreet and selective welding did the trick. At this point I was so snap/weld happy I just went ahead... merged the two body halves... a snap here a snap there and viola.... instant sexy Ripley T-shirt. Now Iím starting to get excited about the model.
So now on to the .... well I'm not sure but I'm thinking REEBOKS.
Comments welcome.... seeing how well this is going, I wish I had freed up more time during the begining of the challenge. Oh well, thats what a crunch is all about, its tight, right?:D

03 March 2003, 02:44 PM
lol not j-lo. go for da white reeboks! they "tizzight"! lol

03 March 2003, 04:23 PM
Faschzzle My Nizzle.. Dizzle, on da Reebok bop.:thumbsup:

03 March 2003, 06:03 AM
looks good man, no comments here! keep it up youve got 5 full days

03 March 2003, 08:36 AM
Okay this is very basic, but since it is a WIP, I should show this. Just my first pass at the Reeboks. Once I have the model done and optimized tomorrow, I'll add some more geometry to the shoes and other areas. Waste not want not, that my motto.
Before you say anying, yes the shoes have taller ankle supports than the ones in the ref photos. But if you look at the lower photo, you'll notice something different. The first two shoes were made by Reebok specially for the movie to be worn by Lance Hendrickson aka Bishop, and they likeed em so much they modified a pair for Sigourney.

BTW, does anyone think that my Rip is to busty. I mean its a likeness of Sigourney, but everyone (my friends) says that since its for a game and I should think toward marketing, you know big breasts sell games. I just don't think so, I'm considering giving her a reduction to a low C cup maybe even a high B. I have to say I really don't like the objectivcation of women, and this just seems like I'm playing that game. Anyway, let me know. And FAST man. Tick Tock.

I have 2 full days off kids, so watch out.:applause:

03 March 2003, 11:40 AM
So I was going to model the head from a geoshpere, but then I thought, lets try some old school box work. Nothing to crazy,I just wanted to get a basic form so I could come back tomorrow and use hi-res reference photo refs to fine tune the detail. So heres the process.

I know it looks very plain, but thats the idea, all the details can now be dialed in with very little work.

03 March 2003, 07:55 PM
Face done, I'm actally much further alone on the model now. I'm entering the final stretch so my WIP post will continue but will be short an sweet. Here's the face for ripley sans ears, doing em last.
BTW, does anyone know how I can weld and work with verts after I've applied the UVs. Is it a big pain in the ass or just a litte bother.

:bounce: gotta keep going.

03 March 2003, 08:14 PM
Really love how your model is getting along !
The face is really good , but i think the lower part of her head seems just a tad too " fat" !
Good luck !

03 March 2003, 09:42 PM
I see you're using max - adding and pulling verts after UVs are applied aren't a big problem, but anything that takes away vertices (erase, weld etc.) can be PITA.

03 March 2003, 11:11 PM
looks good! keep it up, you should finish, well probably push the deadline back a day for all the weekend warriors who havent submitted. I know theres a few who are done.

nice model so far!! :beer:

03 March 2003, 11:54 PM
Thanks so much kids for all the encouragement, It means so much to me. Wow, I love this forum, Viva La CGtalk!!!! Us gamers gotta stick together, we are the bastard stepkids of the CG world after all.

BTW chaos, I don't know what do do about the lower part of the face, she's got a really distinct wide lower jaw. But I will try to work around that my fill in some area at the top of the head and sides to make it less in your face.

Any suggestions are welcome.



03 March 2003, 05:47 AM
"THESE PEOPLE ARE DEAD, BURKE!!!" I want one for my dashboard.

Scaling humor

03 March 2003, 12:59 PM
Started the UV, hands are coming. Just need to get some time.
I'm pretty happy right now.:buttrock:

03 March 2003, 01:25 PM
come on! it's getting late...


wanna see your entry!

03 March 2003, 11:31 PM
looks good! you have more time.. I know 3 people are trying to finish

try to post in the submissions thread by 12:00am april 2nd GMT time

thats when the judging should start.

keep it up!!

04 April 2003, 01:20 AM
Happypants, you are my savior. The model is done so, I may actally pull this off yet.
I'm laying out the UVs as we speak.
I hate this part, just want to get the painting.:D

05 May 2003, 07:52 PM
Well after I missed the deadline for the last contest I laid low for a bit and all but ceased work on Ripley. I'm moving to San Francisco next month or so, and I'm trying to finish all my unfinished projects. With this in mind I decided to brave the textureing waters and get her going again. So here we go.

UV Mapping Laid out and all.
Coming next textureing.. UGH

Vash T Stampede
05 May 2003, 01:50 PM
Looks good, only she's a little....Buffed...ripley was a very strawny lady in ALIENS:)

05 May 2003, 08:46 PM
yeah coming along nicely... :D awesome!

05 May 2003, 10:22 PM
I'm glad you guys are still with me.

VTS ... as for her being buff, my reference from the film has her fairly butch and somewhat buff, but I have trimmed here her arms a bit see what you think, I may sure up the shoulders a bit to match. This is my first female, and boy she's a litte odd, well if you've read the rest of the thread you'll know.

Oh and yes those are the beginings of textures.

Thanks for your support:airguitar

metal me solid
05 May 2003, 10:42 PM
nice start. isnt really much to tell now..

(somhow the pants are telling me it's a boy.. get me?/jk)

05 May 2003, 12:09 AM
No I don't get you, what do you mean. And if you're just kidding, then its cool, I'm just not sure what you mean. If you mean that looks like theres a penis under her clothes, I don't think that was intentional. Coveralls are very loose and wrinkle all over the place, so I'm not going to be able to give her that chick in latex look, it won't be smooth down there.
If you have any suggestions please feel free to put em out on the table.

05 May 2003, 02:03 PM
Great work there. About your BEFORE and AFTER post...I found myself playing "Spot the Differences" with the two pictures.

Yeah in the show she's butchy and tough. I need to say I appreciate you showing almost your entire WIP process. It's quite inspirational for me to follow because I've got a long way to go in terms of modelling. :beer:

05 May 2003, 02:51 PM
well I think you need to put the wrinkles farther apart right now it gives the feeling like something is protruding out. Also, there a lot of space underneath the protrusion which is odd.


05 May 2003, 09:26 PM
I see what your saying, Modeling and Solidus. I'll see what can be done. I hadn't really noticed but by indirectly aligning my wrinkle shadows I was profiling a bulge.. duh. So by taking out a few wrinkles here and there and breaking up the patern and then toning down the highlights on the bulge area we killed that thing. No pre op for my Ripster, now on to more and less wrinkles.

This is my first time textureing, its so frustrating but I'm getting the hang of it. Hope to have her done by next weekend. Then you better watch out, cause I'll have that hurdle behind me.

SyDemon, The differences between the two buffs are slight, she's acutually just small in the arm region since that is where I thought there was the most beef. In my latest iteration her shoulders are smaller as is her back, but not to much, she was butch and little beefy in the film. By the way Sy, you're welcome and thanks for the support. I tried to do as much WIP as I could here, cause thats a big pet peeve of mine; "The Julia Child" method of CG demonstration, where in you skip massive areas of production and are done in no time, this stuff can be hard work and there is some trial and error and a WIP should reflect this. The only area I skipped on was the UVmapping and only really because I got so into it while I was doing it that I didn't take any pics, when I get back to my Samuro who's already done with modeling I'll go over the UV work in depth, maybe even try my hand at a tutorial. UVs and Textureing have been my biggest hang up in CG since day one. Modeling and animation are second nature, but mapping, is scary. So now that I've managed to work past it or at least am getting past it, I want to share that with others. This forum and CGtalk in gerneral have resparked a lot of what I got into CG for. I'm glad we can all help each other.

metal me solid
05 May 2003, 10:11 PM
kk, rotfl.. 'she' is coo' now.. cant wait to see it fully finishedm it's commming along great, keep it up!

05 May 2004, 06:30 PM
This is me again. Okay so I'm posting this so it bring rip back to the top of the forum. I'm offically finishing here now. Work is keeping me hella busy, but I have to finish my girl and move one. Stay tuned for more post over the next few weeks.

05 May 2004, 06:50 PM
s'looking nice, but game art comp 3??? a relic from the past.
What was the theme for game comp 3? it seems so long ago.....

05 May 2004, 10:49 PM
uff, I actually remember this o_o; amazing that you are planning to finish something this old, also did you take a break from modelling in general or can we expect some improvements, and additions since the contest is over you can bassicly do everything you want with it, right? ;)
Following this.

05 May 2004, 08:34 AM
There are a thousand and one excuses for why I haven't finished this peice. Texturing being my biggest fear, something I must over come. At anyrate I moved from Chicago to San Francisco this yearand its been pretty distracting, to be honest work and my social life have been eating most of my time. Since I moved out here to work in games I figure I should actually get to the business of making stuff for games. So all things being equal this is my offical return to the forums as an artist. Plus I promised myself that I wouldn't do any more character work untill this is finished. I have some fly new stuff that I want to work on so I have to get this on the done list.

So yeah, expect some minor improvments here and there. But not to much. Over all I like the way the model turned out, and only see a few things I want to change, namely the fat, I have way to many polys in those hands. Also I like the fact that I had a budget of 2500 and would like to see it finished to spec. Outside of the modeling, I'm gonna pump the texture, re-map a few things, and then give her some props and and a rig to move with.

Wish me luck, and keep me on track.

05 May 2004, 06:11 PM
I know that you're done with UV-mapping and probably do not want to make major alterations to your model at this point (and I understand that :P ), but the hands look really odd.

You might want to take this into consideration for your future projects though :)

I recommend looking at the best reference available...look at your own hand in a relaxed state - you'll (hopefully) notice that it's not as flat and that hands only look like they do on your model when you try really hard to spread your fingers. I guess that's an acceptale pose as well, but it just looks a bit odd :)

I can also recommend this online tutorial. It's a good start with hands, and helped me a lot:

This might be useful as well:

Good luck to you (especially with the texturing, judging from your own comments), looking very much forward to seeing the final result!

05 May 2004, 07:09 PM
Yeah thanks for your comments. Yeah the hands were done in that pose for no real reason, I guess I just liked it for mapping. I'm going to go in and optimize the hell out of them, when I do I may change the neutral post, but it is just that a neutral pose. I'm going to be over hauling here and there, but probably not to much. Like I said I'm really all about sticking with my original idea with just a few improvments. Just so I can use it as a lesson, then maybe I'll come back later and do a new version.

05 May 2004, 10:47 PM
Sounds like a plan :)

09 September 2004, 10:09 PM
Okay so lets get this started.
Short and sweet, these are things I did in my spare time yesterday. Changes
to the legs, shoes and hands of the model. By the way I have decided to scrap
most, if not all of my mapping, hopefully I'll be able to salvage so of textures,
but if not... so be it.

First up - the modifications to the legs and shoes.
Okay so here the leg changes are subtle and are more for animation and texturing. Essentially I divided up some of the edge near the crotch and along the inner thigh.
This was to accommodate a more rounded feel, as the original area had a sharp crease
that was both hard to texture and light and would have most likely caused problems when animated. The pants will go through a few more simple changes to get the baggy effect I want here and there. The butt will also change to accommodate more extreme and animation.

As for the changes to the shoes, well they are more cosmetic and really just finishing what I started a while ago. Most of these updates are a due to some great official reference material that I was able to glean from work. Subtle modification include secure straps, ankle supports, raised high-top and a more pronounced tongue.

Next up, are the hands
These change are absolutely a reflection of my increased understanding of human anatomy and the many comments that I have received on the wonderful forum. Here I have managed to pair down Ripley's hand by 109 polys while achieving a much more realistic look and feel. The joints have been cleaned up and made more efficient. Finally I have modified the neutral pose to be more natural and relaxed.

That's about it for today look for more posts in the days ahead.

09 September 2004, 09:27 AM
nvidia melody man , yeah nvidia

09 September 2004, 08:12 AM
No character updates tonight. Hopefully will have everythng done this weekend as far as geometry revisions goes. I'll be sure to post my WIPs on all that good stuff.

For right now thought I though I would post a little bit of what I've been doing in my spare time at work.
I started work on the Pulse Rifle in Wings3D for the MAC, that's what. This is my first time using Wings, but it's pretty much Nendo from what I can tell. I'm having problems getting the image plane to work and the sub object editing and smoothing suffer from the same issues as Nendo did, and its so hard to optimize stuff. Still all in all it's a great little tool for getting some polys laid down quick, plus they have a "turn edges" tool that I don't recall seeing in Nendo. Oh yeah and it's free, can't beat that. Anyway here are some shots of what I have so far. Only a few minutes here and there

Since I'm doing most of this by eye and guess work, when I'm done I'll bring the rifle and the flame thrower into 3DSMax and just line up everything to some good reference photos and optimize em. Then off to mapping we will go.

Cheers for now.


09 September 2004, 10:55 AM
i noticed 1 thing that the thumb finger is not relaxed down, mae sure u take the thumb and its joint and bank rotate them down to make the hand look relaxed.

09 September 2004, 04:34 PM
Actually it is rotated down quite a bit. That angle really doesn't show how much rotation there is on the joint. Thanks for pointing that out though. When I was working on it I kept going down more and more until it felt right. But you're right there it does look like it's higher.

09 September 2004, 07:55 PM
very good then ^_^

it will be impresive to see her battling an alien.

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