Character: Daemon Breeder

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Old 09 September 2005   #1
Character: Daemon Breeder

I've been in the mood for digging up old concept sketches and turning them into playable characters. This is my favorite of four I have in progress right now. I've gotten somewhat-happy with this guy's head, but I will need serious crits with the body.

You may notice that the model is not exactly what's in the character sketch; that's because the sketches are a couple years old and I'm refining them in the modeling phase.







All crits and comments are welcome - thanks in advance for them!
 
Old 09 September 2005   #2
hmm well that depends on what you are refining excatly, whats the poly limit for the character? do you plan on normal mapping him? it looks like the armor on the chest and the skull on the head would really benefit from normal mapping.

badass concept art too
 
Old 09 September 2005   #3
Originally Posted by TheRedemption: hmm well that depends on what you are refining excatly, whats the poly limit for the character? do you plan on normal mapping him? it looks like the armor on the chest and the skull on the head would really benefit from normal mapping.

badass concept art too


Good questions, and thanx for the compliment

By refinements I meant more "detail oriented" things, for instance in the head model where I removed the joining section of the lower jaw on his 'helmet'. I like the overall concept, not much will be changed.

My intended poly limit was going to be 7000 triangles. As for normal mapping, that's something I have yet to explore -- maybe I'll read the sticky thread and decide from there
 
Old 09 September 2005   #4
well with a limit like that you could get a healthy amount of detail on it and with some good texture work i suppose you could get away without normal mapping but if you have the time i think normal mapping it would really help(ie. the muscles on the arms, the detail in the chest, the legs and the helmet). but alas im kinda new to this so thats just my opinion
 
Old 09 September 2005   #5
Just a small update with some work done on the upper arm. I'm still working out how to have the pectoral intersect with the deltoid. If someone has a good tutorial on this section of the body for a low-poly model, it would be appreciated. I've looked at other meshes and am trying to work from those (not an easy process).









Crits & tips more than welcome, thanks
 
Old 09 September 2005   #6
Originally Posted by TheRedemption: well with a limit like that you could get a healthy amount of detail on it and with some good texture work i suppose you could get away without normal mapping but if you have the time i think normal mapping it would really help(ie. the muscles on the arms, the detail in the chest, the legs and the helmet). but alas im kinda new to this so thats just my opinion


Yeah, I aimed rather high in my limit. The head is exactly 500 verts, so in general I'm starting out low and ramp up as needed (I don't think I'll actually hit 7000 tris).

I probably will do normal mapping just because I haven't done it before; gotta start sometime
 
Old 09 September 2005   #7
this is an ideal project to start on as well. got a ciopy of Zbrush,? its perfectly suited to doing this kind of detail.
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Old 09 September 2005   #8
Just a little two bits from my side, actually just more like one bit, his face, I know you probably haven't fully finished with it, but he looks a bit pretty boy at the moment, don't you think? I mean for someone who breeds daemons for a life, he doesn't look much rough sided. Here look at this pic, , now that's the face of someone who really knows his business around daemons.

But that's just me, but you can ignore me if you want to, other people do it.
 
Old 09 September 2005   #9
Nice concept, and you're doing a great job with the model too. Really nice control over edgeflow. I like it.

-podman
 
Old 10 October 2005   #10
just a suggestion, if your having trouble getting the flow right you could find some human reference pics, its helped me a bunch in the past. Keep it up dude!
 
Old 10 October 2005   #11
Originally Posted by Steyn: Just a little two bits from my side, actually just more like one bit, his face, I know you probably haven't fully finished with it, but he looks a bit pretty boy at the moment, don't you think? I mean for someone who breeds daemons for a life, he doesn't look much rough sided. Here look at this pic, , now that's the face of someone who really knows his business around daemons.

But that's just me, but you can ignore me if you want to, other people do it.


good point! granted the face he as is nice i think a mean rugged face would be much more fitting.
 
Old 10 October 2005   #12
Originally Posted by SHEPEIRO: this is an ideal project to start on as well. got a ciopy of Zbrush,? its perfectly suited to doing this kind of detail.


I think the university owns a copy. I'm definitely a detail freak and am anxious to see how Zbrush will make this project look in the end.

Originally Posted by Steyn: Just a little two bits from my side, actually just more like one bit, his face, I know you probably haven't fully finished with it, but he looks a bit pretty boy at the moment, don't you think? I mean for someone who breeds daemons for a life, he doesn't look much rough sided. Here look at this pic, , now that's the face of someone who really knows his business around daemons.

But that's just me, but you can ignore me if you want to, other people do it.


Pretty boy

I understand what you're saying, but something burly and "out of hell"-looking isn't what I was going for; we'll see how he looks with texturing. Thanks for the thoughtful comments, will keep them in mind!

Originally Posted by podman: Nice concept, and you're doing a great job with the model too. Really nice control over edgeflow. I like it.


Thanks, I'm trying my best

Originally Posted by Redemption: just a suggestion, if your having trouble getting the flow right you could find some human reference pics, its helped me a bunch in the past. Keep it up dude!


Ya, I actually know my anatomy pretty well, it's deciding when to break edgeloops and how to work with geometry corretly that's the problem. I'm doing my best to keep how he will be animated in mind. A problem of trial and error I suppose.
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Last edited by Neison : 10 October 2005 at 01:39 PM.
 
Old 10 October 2005   #13
An update from work done over the weekend. Still working out how the front shoulder joint will merge with the armor chest plate (see closeup of armpit area). I broke the edgeloops in front because they weren't blending well at all, might try a quick rig to see if the deformation will be acceptable.











Thanks for your comments and suggestions
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Old 10 October 2005   #14
Looks good.... really good.

you need to bring the shoulders up more....that might make it easier for ya.
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Old 10 October 2005   #15
Good call, utchamp. Thx.



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