Gimo + Cycle (alien Taxi Driver), Rv_el (3D)

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  04 April 2003
Character : Gimo + Cycle (Alien Taxi Driver)

Gimo is an alien taxi driver. He drives a taxi-cycle for impatient bussinessmen in a run down crowded massive city. The city looks much like in fifth element, or something like star wars but with a lot of reference to the 20's like in Metropolis. Lots of preproduction work was done, lots of sketches and iterations of the character. Some of the outlines were; Taxi driver/prosthetic leg/ fat and grimy / shoulder cb/ checkerboard (cab reference) clothing / trench coat / overalls / basic 20's look. Lots of stuff like that was used for getting reference. He's supposed to have a sort of Dexter Jettster (from episode 2) feel. Also was inspired by Chicago the movie.

the cycle is really light and can be lifted by the knob in the center to get it out of the way of obstacles or if its closed in in parking lots. very noisy like a harley chopper.

modeling ortho's

Gimo polycount : 3680
3dsmax 4.2 / Photoshop
Mike Kime
Game Art and Design
  04 April 2003
that's incredible. fat and grimy - i can smell him from here! obviously the preproduction was very effective, and both models and texture sheets are suited well.

no crits from me, altho is there any chance of seeing him ride the taxi-cycle?

keep it up
  04 April 2003
Beastley ... he is great ... I guess you cut all your textures together to show it to us.

Really good ... ACE
Lets see a wireframe of the model to please that you get an 100% Ace
--- The White Knight is talking backwards
  04 April 2003
Thanks. Yeah that one pic is just a compilation of the textures used, some of them are tiled on the cycle. I'll probably get better renders of him on the bike some time.... I'm working on a passenger in my spare time. not really puting as much time and effort in as this one which sucks.

Mike Kime
Game Art and Design
  04 April 2003
OMG!! amazing textures! and chararcter design!! and i can see a lot interesting things happening in that game concept...
  04 April 2003
I'd like to jump in and say, I really like this as well. Amazing job. I'm especially impressed with the detail you've acheived with the texture. Excellent concept. Inspirational.
"Progress is man's ability to complicate simplicity."
  04 April 2003
I'm going to jump on the bandwagon here and and say this is great work. Great concept, great modeling, great texture. This is deserved of front page status.

Like a good book, or a movie that you don't want to end, I want to see the world this guy lives in. Very inspiring.
  04 April 2003
Looks great, the final product eyes very nice aswell. Good colors, nice detail. The only thing that buggs me, must be that you've rushed the pipes on the bike, with a lousy filter... Oh wel, can't harm I guess, good job! :]
  04 April 2003
that is really good.
with the work you did on the textures you could ba a texture artist.
my thing is that is the 3680 the character or both bike and character.
because if it is just the character then you have to many polys, unles you use a cruncher.
almost everygame company that is out there have models that are only about 2000 polys or less.
hell most places still stick to less than a 1000.
i talked to redstorm a little ago becasue i went through a few places checking out stuff.
they dod the tom clancy games. those guys usually use between 500-600 polys or less to do a full character.
if anyone wants to get into gaming they have to try to confine their modelling.
voices tellin me to get some sleep, but my imaginary friends want me to play.

RainOnPluto my deviant art site.
  04 April 2003
thats great... i dont think at the moment im capable of making a hi poly mesh that looks that good...
  04 April 2003
this rocks dude

probably one of the best game characters ive seen in awhile

i love ur good....teach me!!!!!
  04 April 2003
Thanks guys. this really helps motivate me.

Secret Asian Man: He is 3600 polys and was originally aimed at close to maybe 8000 polys. I just dont like using polys i dont feel i need. Also about poly count. Daxter for Jax and Daxter 2 is going to be 10,000 polys. Poly count is not a simple thing, it depends on the engine/platform and what game; POV and perspective is a big thing. the gothic characters for UT2k3 are 2900 polys and i did 2 ut2k3 characters and they (people who wrote the tutorials) dont mind going up to 3500 (especially for main character games such as this guy would be in.. 3rd person perspective with him covering most of the screen). this guy is aimed at next gen (and actually falls short). The main concern isn't so much polys, but how you use them. if they are effective. texturing is the big problem these days. Because of where computers are at (even way before Gforce FX) people were pumping 1500 poly characters into Q3. Q3 is ancient now. I have many low poly characters and thats where i started out. There is definitly room for optimization on this character. I just wanted to get all the details in that (even now) and next gen will support.

JBoskma: yeah the pipes were a struggle. their tiled textures. i would like to unwrap and deal with each piece etc.. but for games its good to have some tiling material or some texture re-use. In fact i really could have just doubled up the texture for the seats and a few other things too. So the tiling textures can't look tiled or stand out too much. i went through a few different iterations before settling on this one. I wish i knew how to get a good shiny look in brazil for the pipes, reflection helps it a lot.
Mike Kime
Game Art and Design
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