View Full Version : The Big Green B**tard

11 November 2008, 07:22 PM

[/url]Hi folks - here's a big green bastard. He's the end of game boss in AwesomeGuy 7 - Return of AwesomeGuy. Enjoy! (Wires and Textures ect to come)[url=""] (

11 November 2008, 08:11 PM
That looks amazing. And the game name sounds like it would be awesome to play :D

11 November 2008, 04:58 AM
hehe - thanks for the laugh, much needed. Great work too!

11 November 2008, 11:51 AM
Wait, is this for a real game or are you just ****ing with us.

11 November 2008, 01:36 PM
You`ve got some MAD texturing skills man, I like it!

11 November 2008, 04:58 PM
Okay I just gotta know how much hours went into that... it is absolutely unbelieveable detailed... I would say almost to much so.

But that would be spitting acid... and it is just amazing... :drool:

11 November 2008, 05:10 PM
Thanks fellas - I'd say about 60-ish hours went into it, from start to finish (rigged, main anims, markers set for FX ect).

That said, much of that time was spent R&Ding texturing techniques. Trying stuff out, getting rid of crap that looks bad, keeping the stuff that looks good ect. If I were asked to create a similar character from scratch, I'm pretty sure I could get it down to around 20 hours or less.

Barrab - never heard of AwesomeGuy 7? It's the sequel to AwesomeGuy 6 - AwesomeGuy Vs EvilDood, the one where AwesomeGuy finally gets it together with the series major love interest, Titiana 'Baps' McMammary.

11 November 2008, 06:11 AM
I looked on google and there aint a game called awsome guy. So I take it you are just ****ing with us.

Vertex Groover
11 November 2008, 08:34 AM
The textures look brilliant. Very impressive work.

aten skinner
11 November 2008, 09:16 PM
Nice, really good texturing work. I'd say it's possibly a bit noisy and I'd like to see some of the larger metal surfaces a bit less pitted overall, as it fights with the other details you've painstakingly added. In a game you'd want less noisy surface than this.

Also you should present that on a kinder background, that green colour is hideous with red n blue on top of it and really detracts from the work you've put in.

Great job overall though!

11 November 2008, 09:39 PM
If you're going to show off a model like this, I'd at least kick the brightness on the image to a reasonable level. The pictures are really too dark for people to view it online without adjusting the brightness/contrast on the image themselves.

Well, the model looks pretty good. Textures very detailed and everything. Wires should be standard on a first post, really. Cuts down on people thinking you just ripped it from WarHammer and photoshopped it out of a model viewer program. Seeing how when I brought it into Photoshop, cranked up the brightness and contrast the background turned out to be Green in color. Which most 3D modellers would know that if they're going to post something, it shouldn't be so dark an image.

So post the wires sometime, eh?

11 November 2008, 11:36 PM
Man, those pics are huge! Pretty hard to get an idea of the model on my monitor. Can I ask what's with the clay in the corner of the third pic? It doesn't look at all like the textured model.

Great texturing, though. Really impressive.

12 December 2008, 02:08 PM
Man, those pics are huge! Pretty hard to get an idea of the model on my monitor. Can I ask what's with the clay in the corner of the third pic? It doesn't look at all like the textured model.

Great texturing, though. Really impressive.

The clay is a lo-res Space Marine from Warhammer40k by the looks of it. I don't want to be the one to call foulplay, but tbh this looks like a complete rip.

If it's not then I sincerely apologise in advance. The texturing is impeccable as is the modelling itself.

But with no wires aside from that of a W40k Spacemarine, another fully textured model with it's back to us in the last pic which is very reminiscent of an Empirical W40k model (power glove etc) and decals/icons on the (for some reason massively oversized) Ork itself that are identical to those used in W40k (Evil suns etc) then I really have no choice but to query the whole thing.


12 December 2008, 09:03 PM

Textures and wires as promised. The marine models are extracted from Relics DOW game, and are there (untextured) only to represent scale. The figure with his back turned is my own model, textured and rigged by myself.
Basic rule of thumb in CG graphics forums - before inferring plagiarism in someone elses work, know exactly what you're going on about. Until then, keep your mouth shut - I'm not about to be accused of ripping work by someone with all the credibility of Barry VanDyke's wig. I don't need to immediately post the wires and textures simply to adress the suspicions of armchair critics. That said, apology accepted, no harm done.

Vertex Groover
12 December 2008, 09:19 PM
The wires have really surpised me, I was expecting a whole lot more, but its a really simplistic mesh and yet it's so effective.

How many Tri's are there exactly? Also since they're carrying the model alot. What are the texture dimentions?


12 December 2008, 10:34 PM
i think this is a great piece, for me the only real problem is the skin textures.

Every material has the same metallic look, it would have looked a lot cooler and drawn even more interest to the metal parts if the skin had a softer more natural look.

12 December 2008, 07:06 PM
Textures are 1024 each, and the model is around 7400-ish (haven't got the exact figures). I'm thinking of upping the polycount slightly, to round off the outlines of the rockets and the horn barrels. I've been thinking they look a touch blocky, although this is a feature of ork armour/architecture. What do you guys think?

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