Magnacarta - Joker - game character

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  10 October 2005
Magnacarta - Joker - game character

Here is another Magna Carta character I started. I just spend a few minutes making the weapon poly by poly, starting with a plane and edge extruding out the basic shape. Its very fast and efficient.
I might be going for a different poly budget for this one since I dont wanna do the same poly count for all my characters. The ideas is to show different skills for different budgets but I might as well make all of them below 3500 tris and probs below 500 tris.

Here is the concept:


And the progress so far:
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Last edited by superlayer : 10 October 2005 at 05:37 AM.
 
  10 October 2005
Weapon is finished now onto the character irself:
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  10 October 2005
Nice to see you making another one of hyung tae kims designs - theyre excellent!
Looking forward to seeing how this one turns out...
 
  10 October 2005
I am starting out slow with the "lesser characters", if you can call any of his work lesser. No they are all great but I have my favourites and I will get onto those when I feel more comfortable with my workflow etc.
So my first two chars are more like tests and practise.
I am going to make at least one normal mappec char and thats really what all this will lead up to.
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  10 October 2005
Working on legs (total of 888 tris including weapon):
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  10 October 2005
Here is a minor update:
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  10 October 2005
it'll be interesting to see this one turn out, looks like a great start... keep em coming
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  10 October 2005
Phew another update:
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  10 October 2005
Looking good - youve got a really nice flow going on his legs

Ill save that into my reference folder! I always tend to make very tube-like geometry on arms and legs - this is spot on though.


Keep it up
 
  10 October 2005
Yeah I was wondering if its a guy or a girl but looking closer I would say its a girl.
Looking at the breast area and hip etc.
Tells me its a skinny girl. I am gonna make her a bit different though at least for now Ii can easily change her into more skinny if I feel thats better.

Anyways I hope I am right about this being a girl and not a guy.
I am seriously in doubt. I changed it into a more feminine look because of this. So if its not I would revert it back.
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  10 October 2005
Originally Posted by superlayer: Yeah I was wondering if its a guy or a girl but looking closer I would say its a girl.
Looking at the breast area and hip etc.


androgynous yes indeeed but defienetly a girl imo with that getup + breasts. very oval face, pointy chin, earings. female for sure imo

the problem with guessing the gender is how creepy the face is
(im sure thats all intended style) but she has NO eyebrow, a VERY HIGH hair line (balding?) and poor lip definition (id add blue lipstick )...those three asthetic choices made for a very "ugly" women [i actually took a screen grab and realy fast sketched changes the way i like it, and just adding a slim eyeborw, lowering her hair line, and the lipstick makes a HUGE difference in gender association, no?]

anyway regardles im sure its all for the sake of style.

so far, great work, im sure this one will come out killer as well!
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Last edited by Jerkazoid : 10 October 2005 at 03:21 PM.
 
  10 October 2005
Yeah it is creepy and the high hairline does point in the way of a male.
Anyways I am gonna lower it a bit and make her a little more attractive.
It is not that I dont want to stay true to his concept but I think it will give her more appeal.
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  10 October 2005
hehe, it's common to have an androgynous characters in anime that the creator usually leaves up to you to figure which gender it is. A lot of Asian myths have androgynous themes to, so maybe that plays a role in current day anime. Nice work so far, and nice poly flow . hehe, I know you have UVW unwrapping, but you'll have to get it real good with the checkered pant pattern on the pants . Good luck with that.
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Silly rabbit, tricks are for kids.

In the year 4016...
 
  10 October 2005
If you have any suggestions about the pattens let me know.
I thought I would just import the model into zbrush and draw the patterns by hand so I can later finish it in photoshop.
But if anyone has a better idea let me know.
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  10 October 2005
UVing should be pretty simple. It would help if you had a more cylindrical mesh structure so you could straighten the uvs into a grid pattern, but then your geometry would suffer. I would say the best thing is to cylindrical map the legs and the manually tweak the UVs to straighten out the checker pattern. Use XSI's handy 'noicon.pic' texture as a reference map. I use max, but i kept that texture because its really good as a uv tester.

I think hes a bloke by the way - those hands and his face give it away. In that respect, he looks a bit of a girly bloke, but i think thats just an aspect of asian character design sometimes.
 
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