ooooh i LOVE the concept. it seems pretty cool. canât wait to see it finished. itâs coming out real nicely. PLEASE donât loose interest. this is an extremely good model!
Game Art Comp 9: Panda - WW1 German Flame Trooper
Hi guys, still working on it every now and then. Still mostly wip of courseâŚ
AnywayâŚ

[left]Any suggestions or comments are welcome! :)[/left]
WOW good work m8.
Excellent low poly modeling. The textures are coming along nicely as well. Canât wait to see the end result.
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Thanks guys! 
Again a small update, worked a bit on the fur and some other details. The texture on the coat was very quickly done and was more intended as a quick fix to get rid of that flat color. AnywayâŚ

[left]Anybady have any good advice on how to paint brass or other metals??? I have some ideas but Iâd like to see what other people think.[/left]
Ok hereâs my take on brass: You have a highly specular, maleable material with a fairly high oxidation capacity. With that in mind (in Photoshop) for your base colour, select a brass colour (duh) and throw in a darkened black monochrome noise (muck around with some filters overthat) on a separate layer.
On a new layer, start painting scratches (using an darken layer filter), and underneath that create a âshadow creaseâ for these scratches. Do similar for dents - youâll notice that with itâs rather high maleability, brass dents easily so go mental with different brushes. try to emulate where itâs hit flat or cornered surfaces, and they tend to be the more pronounced. I tend to do the scratches first as the dents will distort these scratches, but scatches will occur after denting (more or less) so add a few more.
Once thatâs done, on a new layer (lighten filter) create some highlights off these dents and scratches. These will vary in width from the depth of your dent/scratch. This goes above the dents layer, using a lighten layer filter. You donât neccesarily need to use white, I tend to find that using a hue brighter than the brass hue is more effective.
Because (Iâm assuming) youâre dealing with a man-made object, it would be machined to some extent, so maybe some lathe lines or something of the ilk. These should be really subtle and use a darken layer filter with a dropped opacity. Oh yeah, put it underneath the dents layer.
Make another noise map (dark green), and use a layer filter over the top to emulate oxidation (Iâd suggest which filter, but I donât have PS on this comp [at work], Overlay filter should work I think). Apply a layer mask to make it look like its embedded into some of the scratches etc.
Finally, on a new layer, start painting in rub marks. These are bits where the metal has been brushed against something - whether once or continually depends in the local environment of the object. Once youâve pinted these in, do a layer select and go through your alteration layers and start erasing pits appropriately, using a low opacity brush.
Hide your working rub painting and save out. Voila!
Dang, gotta get back to work, HTH MĂŚlefic out 
Thought it was about time for an update againâŚ
The Pandaâs texture is pretty much done with the exception of the coat and a few sections that I need to tweak a bit more⌠And then of course thereâs still some work to be done on the flamethrower.

UPDATE!!! 
Finished the panda itself, working on the flamethrower nowâŚ
Any comments on the textures, before I finalize everything?

[left]Is rigging/posing the character a requirement? I can rig, just donât know if I have the time thoughâŚ[/left]
thats really kickass man. the red trim on the coat really helps it stand out. i love the crazy eyes, and the shoulder stripe thingies (iâm sure they have a name cant remember it) are a very nice touch. I think maybe the toenails and coat wrinkles could stand out a little more, but thats the only things i see. i really like it!
Great stuff ![]()
I donât think you have to rig it, I think thatâs just to get a better beauty render but it would be worth rigging anyway. Even if you do it after itâs been submitted.
You donât have to rig, since you character is designed at a relaxed stance. Some entries look better when theyâre not stiff in a âjesus christ poseâ, the Russian Raccoon entry for instance. I prefer creating with the arms down somewhat.
I agree with Adam about the toenails and coat wrinkles. Maybe add a little touch up and call it finished.
Thanks guys for all the support and feedback! 
I enjoyed this comp a lot, thanks ElysiumGX for setting it all up.
Some things still. Some parts on the texture (wrinkles mostly) could have been done a bit better, but Iâm gonna have to practice and read up about that a bit more. didnât have the time for it this time.
Anyway good luck to all that participated and on to the next challenge!!! 
Is there anyway you can do a quick rig of him holding the flame thrower with a background imageâŚand insert if into your submission post? Say, before Tuesday?
If it would trouble youâŚdonât worry about it.
Well I posted a posed render shot of the panda in the submissions thread. I have to thank ElysiumGX for given me the oppertunity to do that⌠so thanks! 
THE FINAL RENDER

updated the picture because I noticed I forgot to turn on 2-sided textures⌠sorry 