View Full Version : Game icons - Character - Supervlieg
06 June 2003, 10:53 PM
Perhaps a bit on the late side, but I decided to join in on this fun competition.
My entry will be this guy below. He hunts giant squids for a living. He is the star of an action adventure situated mostly under water. I will post a more elaborate backstory later. I will post WIPs of the model as soon as I get around to it!
Oh by the way, his nickname is Testosterone Machine, which would explain the stupid grin on his face :P
07 July 2003, 07:31 AM
Wow!:eek: I'd really like to see this. That concept is a winner. I like how you sketched the head and the smile is perfect. Good luck.
07 July 2003, 10:08 PM
Hey thanks ElysiumGX! How's that carnage model coming along?
Here's an update on the wip of the model. Rendered in nice aquatic blue :buttrock: :buttrock:
It's around 1500 poly's right now, but it still needs a lot of work. another update will follow soon!
07 July 2003, 11:41 PM
Finished the arms, and added a neck. Did a few tweaks here and there...
07 July 2003, 12:03 AM
Hey there, if you haven't been reading the other threads, I thought I should warn you here then, watch out with your poly count, there is no way that your image with the no arms is only 1500 polies. Be sure to triangulate your mesh if you are using maya, and if you are using max, I'll quote what frakke told me in Chaos@om's thread:
In Max you can use poly instead of mesh. You just have to either render it and read the polycount (not a smart idea) or apply the STL check modifier at the top of the stack. With STL you caget the correct tri-count and you can check for open edges, double faces, spikes and multiple edges.
If that doesn't work, convert your mesh to edit mesh in Max (not edit poly).
07 July 2003, 12:07 AM
Oops, I forgot to mention your progress:p It's looking great dude. He has tons of character and he is very humorous. The concept is great too. However, I find that his whole upper body does not mirror your concept. In the concept he is much more muscular.
Keep'em coming, it's coming along great:wip: :wip:
07 July 2003, 06:35 AM
Originally posted by Apt Pupil
there is no way that your image with the no arms is only 1500 polies.
Yeah dude, are you sure you trianglated your mesh before checking that poly count? If not, you're actually around 3000.
Either way is fine since the limit is 4000. I can't seem to go higher than 2000. Me lazy. What I'm really trying to say is, this looks awesome...keep it up. A nice texture on the face would really bring this character to life.
Carnage is coming along great. But I'm taking a break to work on this challenge. Thanks for asking.
07 July 2003, 08:09 AM
Ill give you guys an accurate polycount later today. The guys is still quite low poly and I all ready did some optimisation. I'll post a wire for you guys to check it out.
I think I'll make it within the 4000 poly limit (tri's that is) but thanks for the warning. I read it in the other threads as well.
07 July 2003, 06:49 PM
Here's a wire. The mesh is currently up to 3454 triangles. It still needs a lot of optimisation because I want to reserve 1000 - 1500 poly's for the accessories.
I checked and the model without the arms and neck was about 2000 tri's. I had to remove the arms and neck to check, so It wont be 100% accurate. I made a slight miscalculation when I said 1500. I apologize.
07 July 2003, 02:39 PM
Update: Added some accessorries and some details on the characters. Polycount is 3975, but I will optimize it more. I still need a few hundred poly's for the gun he's supposed to have.
07 July 2003, 09:56 AM
Here the final model, its just under 4000 poly's. Time for some mapping :hmm: :hmm:
07 July 2003, 01:16 PM
Looks great, can't wait to see the texture :)
07 July 2003, 07:03 PM
Pendantic> Thanks, here's a wip of the texture!
07 July 2003, 07:23 PM
awesome texturing! his smile reminds me of the demolitions guy in small soldiers. :)
07 July 2003, 10:32 PM
The story of TM starts somewhere in the year 1892. This was the year TM was brutally wounded by the legendary giant squid known by the name of Octo Omega. This legend was hunted by many, but no man had ever met with the beast. Until the faithful day TM was wounded by this eight armed freak nobody actually thought the legend was true.
Barely surving their first meeting TM (short for Testosterone Machine. The few friends he has call him Mac, but his mother insists on calling him Tess) decided it would be his soul purpose in life to kill this animal. So he sets out to sea with his boat, gun and diving gear...
TM is the star of an action adventure that mostly takes place under the surface of the sea. This game is to be released on all three Platforms (Gamecube, Xbox and PS2)
07 July 2003, 10:34 PM
07 July 2003, 10:35 PM
Wireframes (Total triangles 3917)
07 July 2003, 10:42 PM
07 July 2003, 10:43 PM
Back render (phew just in time for the deadline :buttrock: )
07 July 2003, 12:59 PM
In awaiting the voting, how about some comments and critiques on this model?
I plan to work some more on it after the competition is finished.
07 July 2003, 05:37 AM
Great work. Fits the concept perfectly. It has icon written all over it. I said I wanted to see it, and now I'm happy.:applause:
My only critique is the texture. Many areas of his arms and suit look highlighted TOO much. Use less bright, and a little more color.
07 July 2003, 09:34 AM
Hey thanks for the feedback. You have a good point. I actually made the textures to be selfilluminated. But I hadn't much time left to include shadows, so I rendered it with lightning on. Ill work some more on the textures :)
01 January 2006, 02:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.