GAC#11 - Dick Turpin - Highwayman


#7

fabulous concept work.

subscribed


#8

Thanks All,

Hope not to disappoint. 5.5 hour update. rendered with Lighttracer, not got an eye for rendering so thought i’d have a mess. still a messy mesh, will be refined and more added to it. (bit Hammerstein meets chap from Galleon, hehe, oh well)


DMonk: ADDED Wires

Thanks
Col


#9

:eek: WOW!

That’s great for only five Hours. Can you post the wire, even though you say it’s messy at the moment?

I think you’ve completely got the translation from 2d to 3d so far.

Now Ihave to sit and stare at my entry nodding my head. I think this entry just stepped the GAC up a notch along with all of the other great models everyone else is contributing.


#10

Great concept and model too.
Looks a bit like if hellboy were a musketeer.


#11

looking great, it has a really mice feel to it, sorry but i dont really have anything to crit. keep it up, im looking forward to more


#12

Looks really great - i think that with 15000 polys available, you can afford to model the baggy folds down his arms, so in which case, the topology should flow flow from the armpit or something. The face looks good so far.
Nicely presented WIPs too!


#13

This is great. i love the concept, at first i thought it was a concept from a disney movie or something. great style. the model looks pretty solid so far. as andy H was saying, you could get away with piling in some interesting details into this. how many polys is this so far out of interest?


#14

Woops, 15,000 tris (approx 8000 polys)? not sure if i can even dent that, i will try though! (for some reason thought it was 4,000) gonna add that rain coat and Hat also me thinks…

ninjacore: Tris to date are 2,600 (1550 polys)

dmonk: Posted a wire as an edit to the previous mesh post for you

Andy H: Glad you like the presentation, i’m defo no graphic artist but i liked the old paper.scroll concept. myst get a quill pen as an overlay on one of the corners…
Indeed the poly count is high enough to sculpt the shapes and folds in the clothing, but i do still want clean deformation so i think i’ll rig/skin him up now, then pose him or drop a few anims on and build on that so i can see how it holds.

Thanks all,
Col


#15

“Tris to date are 2,600 (1550 polys)”

That’s awesome, Thanks for the wires. Your modeling seems extremely efficient. If you add the hat and coat, keep this version as well. It reall y holds up on it’s own.
I think you mesh would hold up well as a high poly model too, with a few adjustments.


#16

Heh cool it s Anthony used to live down the road! just became a member only found all your work last night still inspirational. Dick turpin s cool. In that quick of a time!!??


#17

WOW :eek:
very clean mesh and also faithful to the concept

keep up the good work:love:


#18

looks great man, you’ve really stuck close to the concept.

I can’t wait to see updates.

-K.


#19

WOW is to little word :drool: . Damn You people, how You making that good stuff so fast?? You take some drugs or what. I know I’m rookie but that speed makes me a headake. I’m wordless:cry:


#20

As is, this would make a great UT200X player model.

Definitely my favourite entry. Brilliant.

cheers.


#21

looks very promising. this character have a lot of personality. i’m sure this will be a masterpiece…


#22

Hi All,

Thanks for the encouragment, very much appreciated.
I have a way to go yet with the modelling but now it’s mainly mechanics, i need to add straps and belts to make everything work. i may not add the Gun Dagger, i really want to remove the Ruff under his neck but have kinda comitted to it now, must work on it more.

I’m finding Poly/Geometry managment really tough right now. no idea how u high poly chaps do it, i mean trying to make sure parts deform right and look believable.

Tris To Date: 6764
Time Spent To Date: 19 Hours.

UPDATE:

WIRE:

Cheers,
Col


#23

as i said before, i like it…
only one thing is disturbing me : his thumb. i think, it should be moved little bit down

-squall


#24

fecking ace!
Looking really good - great topology around the clothy areas and the details are really taking shape. I still think you can afford to use more polys overall. Its a generous budget, and it would look great if you could eliminate all of the blocky edges.


#25

:applause: Wow! No crits, I could try to crit, but there is nothing to crit. This is great!


#26

cool updates. i really admire your mesh work. i’d kill to watch your work on a model! looking foward to seeing textures applied :smiley: