Game Icons - character - Cannonball


#1

This guy used to work on a cirkus as a living cannonball. Being a cannonball ever since he was a child deformed his body and is the reason for him having such wierd proportions :). He was sleeping inside his cannon as usual when the disaster came. Protected by the thick walls of the cannon he survived and is now searching for answers. What exactly was it that killed almost everyone on earth?

To help him in his search he use a motorbike with his cannon attached on it. He can pull off kinda cool moves by jumping in his cannon and shoot himself up high in the air with the help of the remote controller in his chestpocket while the motorbike is going at full speed. On his quest he later finds various items such as a parachute which he can use after being shot up in the air.

The game itself is a third person platform game.


#2

I like it, very creative.


#3

progress so far…


#4

more progress…


#5

small baby steps :slight_smile:


#6

hmm… might as well post this too… worked some more on the arms… critique is very welcome!


#7

Ok, ready to texture him now i think. A little bit of critique is very much apreciated.

update
http://www.cgtalk.com/showthread.php?s=&threadid=83425


#8

are you planning on modeling the cannon too ? It Looks like your poly count is low enough to do it :applause:


#9

Yeah, if I have the time I will do his vehicle with the cannon attached to it. I have some concepts on it but unfortunately i can’t scan it in since school’s finished for summer. I’m also thinking about adding some more detail to his face too.

Btw, is there a way to meshsmooth a selection of polys only(not the whole object) in 3ds max5?


#10

Give HSDS a try.


#11

Hmmm, maybe a stupid question, but what is HSDS? :hmm:


#12

Originally posted by faxe
Btw, is there a way to meshsmooth a selection of polys only(not the whole object) in 3ds max5?

Easy to do actuall, here is how:

[list=1]
[li]select polygon selection in the Edit Mesh Modifier
[/li][li]Now select just the polies you want too smooth
[/li][li]Now add the MeshSmooth modifier
[/li][li]Under the Subdivision Method pull down menu you should see a check box labled “Apply To Whole Mesh” uncheck this
[/li][li]You will only smooth those selected polygons now, it my not show correctly until you add a new Edit Mesh modifier though.
[/li][/list=1]

You my get a few new polygons around the selected area (if you have add any iterations,) but there shouldn’t be any other areas in the mesh smoothed.


#13

Update. Tweaked the mesh a little, unwrapped him and started the texturing.

update
http://www.cgtalk.com/showthread.php?s=&threadid=83425


#14

#15

What a wicked character:buttrock:

You know that the polygon-counter only counts tris if the mesh is EditableMesh, right? If it´s EditablePoly, you wont get the correct count. Just a warning, because te mesh looks quite heavy…

Good luck on the texture:)


#16

Yeah I’m aware of that. It’s 3272 tris and 1645 quads so it’s cool, nothing to worry about :slight_smile:


#17

Cool:) You´ve done a great job!


#18

Originally posted by Ivars
Cool:) You´ve done a great job!

Thanks, I’ll take that as an extra compliment since you are proffesional and all :wink: Btw, your character kicks ass.


#19

arghh! I won’t be able to finish this one properly, it has just been too much summer to just sit inside staring at a computer screen :slight_smile: But I’ll show you the latest version of it anyway. As can be seen, the textures needs a lot more work before they can be called anything near finished. But anyway, look out for this model on the gallery section when it’s done :slight_smile:


#20