View Full Version : FL_Concept

01 January 2008, 02:38 PM
Well it has been a long while since I've posted anything. It's time to start again.
I'm now learning mudbox so these will be the first few faltering steps.

The model I'm working on is of a concept I had of what would a roman legionare be like if the roman empire lasted an extra couple of hundred years. This is not a historical concept but has been researched and is pretty much loosely based on facts. It's for fun really. So I went and incorporated other elements from other cultures as the empire expanded it embraced more. Here's the almost final designs. I ll be doing a final pass soon to clarify a few pieces as I start modelling more.

Any comments or crits are welcome.

06 June 2008, 09:06 AM
After months of not touching this project I have started again this week here is the latest weapon models. I'm currently working on the bash mesh for the body and reconcepting some of the finer details on the armour etc as after a few months changes need to be made :)

06 June 2008, 11:25 AM
About DAM time you got back to this guy, looking great so far man. You could probably reduce the polycount som more id say on the butt of the sword handle and its scabard, but besides dat texturing and everyting is looking great as always man. keep it up.

11 November 2008, 11:47 PM
Well it seems after another long gap in develpment this project continues anew. Someday it'll get finished ....... :p

So far I've been working on the body/basemesh. Here is the sculpted hand and first pass on the armour around the torso.

11 November 2008, 02:40 AM
I love the idea and the concept. Model is in early stages i see, but still coming along well. Cant wait to see more.

02 February 2009, 11:22 PM
It is a long over due update on this character. I have been tipping away at it between other bits of work lately. At the moment I am focusing on getting the high poly model done. Due to hardware limits I am working on the object in pieces this has created some proportional issues which I am addressing. I will be doing a new concept/paint over pass to clarify the last stages before moving much further. Also the leg muscles need to be softened.

05 May 2009, 05:34 PM
I picked up this project again yesterday :curious: it never ends ..... But I'm back on it and happy to continue. I hope I'll get more than 1 day on it this month.

05 May 2009, 07:12 PM
The anatomy feels a little wonky in places. He's got some really thin ankles/shins, and his arms look oddly stuck on to the sides of his body. And his thighs look very heavily muscled while the rest of him isn't nearly as much.

Digging the armor, though. Nice stuff.

05 May 2009, 09:28 PM
Thanks for the crits James, I'm aware of the thin wrists/ankles and over defined leg muscles. It's very easy to go nuts in mudbox I had learned to hold back on the arms. I was hoping to address the wrists/ankles and arms position in the low poly. I have widened the wrists already on the base mesh.

I'm currently aiming to get a good pass on all the model for now and then making a list of areas which need reworking. I had used proper photo reference for the body but as it can be see from the screen grabs real proportions dont work as well. I guess it's a camera thing. Seems bulkier works better for games.

It's good to get more opinions confirming the faults. I'll update asap.

07 July 2009, 08:12 PM
I've managed to steal more time for this character recently. The head is almost done. I have adjusted a lot of the issues with the overall character including thin ankles, wrists. The helmet is underway. Next up are the teeth and wolfs head on the chest plate. After that I'll revise the shoulder plates and reduce the size of them as they are rather big. Then that'll almost be it .... phew

07 July 2009, 10:01 PM
Update time. Inbetween summer trips I've managed to get the helmet modelled. All done in Maya. There has been a subtle redesign on the fly to save time but the helmet is still true to the concept. Next up are the teeth and wolf emblem which needs defining with a concept first. I can see the finish line finally on the hi res model. After that I'll pull together all the low poly elements and start baking maps.

07 July 2009, 01:01 PM
Looking good my man! SO you nearly finished or what? :)

07 July 2009, 09:01 PM
It's getting there :thumbsup: Some minor tweaks after the last few elements then its onto low poly meshes and unwrapping the easy stuff.

12 December 2009, 12:16 AM
Hi all. Yes this thread is still clinging to dear life. I have had a little free time recently so invested it in getting this character a bit further. Now the final game res mesh is complete sitting around 25,000 tris. ( It can be optimized ) I have left out a few details from the concept to allow myself to start texturing and get it done. There are still some anatomical issues but again I'm letting it slide to finish it. Can't win em all.

For now its the basic 1st passes at getting the textures sorted. Next up more detailed texture and shader work.

12 December 2009, 07:56 PM
The texturing is getting there. I brought the old weapons back into the mix but they need a bit of rework. I have tried to fix some of the anatomy issues which have been around like the small/thin legs that people have raised previously.

Also the dead look in the face and pose will be addressed once he rigged and has some blend shapes.It's still not 100% but an improvement.

I hope to make a small environment like a crypt to present the character in. But after this is all done. Also a pass to optimize the mesh would not hurt.

Any suggestions for additional detailing that can be added to the texture is welcome.

01 January 2010, 10:48 PM
Hi all. I have finally gotten around to getting a few renders of this character in it's 95% final state. I may do some tweaks in the future as I'm planning to create an environment to put him in to and rig the model up for posing. For now I'm putting it down .... sniff sniff

01 January 2010, 07:09 PM
wow, your shaders looks very nice! i like them very much, especially metal shader on the armor. im sry i didnt read whole your forum thread, im just browsing, but do you think you could post a picture of your shader or write a short explanation about how&what you connected?
just one thing to say, you could soften up a bit your shadows. i think that hard shadow line on his neck doesnt look ok.
very nice work, i will definitely check this back once you finish it!

01 January 2010, 07:52 PM
Hi KorenkoJany,

There's no fancy shader work here just a standard Blinn with a diffuse, normal and specular colour map. Then some tweaking of the numbers and textures to get the levels right. I'll be looking into getting better renders later with mental ray so I should be able to fix the hard shadows for the final batch. Thanks for the feedback

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