Looking good so far,
I could imagine a character like that in Diablo 2 or something, The concept work is coming along nicely.
Game Icons - Character - Ionanism
Like I said I will post my head designs so here they are.
These are some of the head designs that I came up with one day, most of them are crap but I think one is good enough to use.
Here is the head model, shown at numerous angles, you can probably tell which design I chose if you look at my drawings. It came out surprisingly low on the poly count. I thought it would have been “heavier”
Here is some of the story behind my character:
The game is a 3rd person action game Based in the modern day I suppose there will be some serious use of heavy weaponry involved in the gamplay. The character I have created is the lead Alien in an invasion of earth; he has released legions of his creation onto the earth to capture the people of earth for slaves and for torture. You may find that he looks a bit like the devil, which is no coincidence. All of the legions and descriptions of the devil are based on this guys last visit to earth thousands of years ago. His supply of human torture victims has since run out and he is back for more.
He looks different because he has mad a few enhancements to himself over the years. 4 extra scorpion like arms for shooting disabling venom and stabbing victims, Gone is his one pointy tail, he now has 4 that are used like an octopuses tentacles used to capture victims with, by stabbing them and pulling them in. You play as the hero trying to defeat him and rescue people from the creatures that he has unleashed. Im thinking it would be cool if you had to fight him numerous times throughout the game, every time you defeat him he just flees back to the mother ship till you finally corner him in a epic battle with the dark lord himself back in the mother ship, where you defeat him, and while he is regenerating himself you plat a nuke to blow up the ship and flee using some trained horse like beast that can fly you away out of harms way
or use some sort of teleportation device. Defeating him and saving the world
THE END.
Kinda sounds like the stargate plot or it could just be that its 5 am keep up the good work
Now that you mention it, I suppose it is kinda like Stargate, maybe the way you defeat him should be in a different way, the way I posted is way too much like the movie. Also, He is taking people more for his sadistic pleasure of torturing them (images of hell, his ship being hell) rather than for slave labor, which I guess is similar but different. But the whole part about Satan being based on an evil alien visitor from long ago is nothing like Stargate.
Just another addition to the game play and story, Part of the game will revolve around you trying to find the mothership, which is hidden beneath the earth somewhere, maybe in a volcano, or crater, some place hell like.
I just wanted to make a quick post on my progress before I go off on a weeks vacation.
This is were I am at with the textures on my devil creature, Im still not done with it and I won’t be able to work on it for a whole week, its like some sick torture. I hope I can get it done in time.
I just got back from a little vacation on Monday looking forward to working on my guy again. The dead line is coming up fast, hope I get it done in time
I wasnt able to post yesterday for some reason, the server must have been messed up cus every time I tried to post it gave me errors saying that it was unable to create thumb nail
Well time is just about up and this projects deadline is coming up fast. I think I am done with the devil alien finally. I posted my character sheet today, and dont think I will be making anymore changes between now and the deadline, but you never know, I am kinda anal-retentive, so I might still be tweaking it up to the deadline.
Does anyone know exactly what we are to submit? Ive noticed there is suppose to be an announcement.
Im not quite sure if I have good enough shots of the guy on the sheet, I wanted to show the whole character from head to toe, but at that far off you loose detail, and the texture maps loose all the high frequency detail like wrinkles on the character sheet. But what can you do.
I just spent all day today optimizing my characters mesh to fall within the poly tri limit, re UVW unwrapping and re skinning. Im surprised I got it all done to in one day
well
almost, its pretty late right now, but who needs sleep.
The whole time I was modeling my guy in the first time I was using 3ds maxs poly object and I was using the face count of the polys as the guide for my polygons, but then I read the guidelines again and they mentioned tris, and every one was using tris to refer to there poly limit, then I was thinking a polygon is square and a tri is a triangle
so a polygon, or square would be made of 2 triangles, which left me with double the tris I am suppose to. So I figured Id better get my guy down to the limit (which I barely did) Im just kinda bothered that no one pointed that out to me earlier, but I guess its each man for himself, its my fault for not knowing the difference between a poly and a tri.
I think I should be able to get the shots that are required done in time, not that I have a chance to win, with all the great entries.
Hey ionanism i know that feeling, I have posted that in a few threads on other sites but not mentioned it recently,
I always work in Edit Poly, as its alot better for box modeling
but at the end of each session i convert to editable mesh and do a polycount. Before undoing the change to edit mesh and saviving it.
well its a learning process and being stung teach’s better. at least when you did it it wasn’t for a module on your degree like i did
i had an all nighter and handed it in 5 mins before the deadline. and i got 71% for it
so it turned out ok.
i like your model so you’ll be fine ![]()
I like the character design. Lot’s of stuff going out of it’s body
The texture is well done as well.
@baaah888 :
I posted this in another thread also, but here goes again.
With the STL check modyfier on the top of the stack you can get the correct tri count + check the mesh for various stuff that’s nice to know, like open edges etc. 
Hey thanks for the words of advice guys, they should come in useful, especially the bit about the STL modifier, I never head of that modifier before, I guess I should use it.
Yeah Its a learning process, I have never done any of this before, (UVW Unwrap a character, skinning it and make texture sheets for it) so It has been great learning experience for me. I was familiar with most of before but never used it in any sort of practical application other than just playing around with them.
So thanks again, baaah888 and frakke.
Well here is a quick side by side comparison of my new and old mesh.