UGAC - Megaman - Scottimation


#1

This is my first challenge ever to post in so here goes. The name I have for this guy is “Missile Man” and he fires a barrage of missiles from his twin shoulder missile launchers. He locks onto MegaMan with his laser targeting system located on his chest. The warheads are not deadly accurate, however they do cover a substantial area making them deadly none the less.


#2

Welcome to the challenge Scott. Nice concept =)


#3

Aw, heck yeah! Now that’s what I’m talkin’ about! That’s got MegaMan scribbled all over it in bright red magnum marker. :thumbsup:

I might increase the size of his upper torso, but honestly it looks fine as is. Can’t wait to see more!


#4

Nice! Really fits the megaman style!


#5

SO BIG. Love it :):love:


#6

sweeet…heheh! looks like an actual boss imo.

-KDX-


#7

Wow! Thats awesome and fits the Megaman world perfectly. (Really looks like something from Mega Man 8). I really like it.


#8

So after about a week of on and off modeling here is what I have come up with. I think I am pretty well finished with it, any more detail will come with texturing…hopefully… I say that cuz I really don’t texture much :shrug: Triangle count is at 7870 so not much room to expand anyway :smiley:

Not sure what to do about his missiles… would those count towards the 8000 triangle limit if modeled? Should they be particle effects that the game engine would take care of?? Anyone have any idea???


#9

well, how deep are the holes on the launchers? Those could be a slight normal map(i think) and just be a flat front cylinder and use the rest of the polys as the missiles. I guess they would all be instances, in my mind they wouldn’t count :3. Great job on missile man. Looks very megamanish an faithful to the original concept!


#10

that looks really awesome


#11

it is really mega man material, it definatly screams that especially with those shoulder launchers. Keep it up.

Good Luck:)


#12

Here’s an update on the texture so far. Almost done with the colour map for the body, have yet to do any normal/bump/spec maps, but I’m sure I’ll get to them soon enough. Some details to decide upon still. Seems to be going well, still need to put in the eyes/pupils. Hopefully will be done the textures after this coming weekend, hopefully :smiley:


#13

it looks great, you seem practically done with the color alone. Keep it up.:slight_smile:


#14

the color scheme looks really good are u addin more details to it ? or u gonna tonn shade it


#15

missiles count towards your polycount.

You can make up the triangles however by not modelling the holes and instead painting them on. The only time the tubes are going to be empty is after he fires, before he reloads, so it’s not that big a deal. Just make them pure black and don’t put a spec map on that part.


#16

I will be adding some more details to it, such as panel divisions, rivets, some scratches and weathering… but I don’t want to get TOO carried away because essentially it is for the original style MegaMan right, which were fairly basic. Not going with toon shaded.

I ended up getting rid of the holes/tubes in the shoulder cannons and just texturing them to look like holes, as a couple of you have suggested, thanks btw. So with that done, and fairly basic geometry for the missiles, the new poly count is at 7960 and will probably be right at 8000 once I have done the eye/pupil geometry.


#17

cool can we see an update w/out the holes curious to see how it came out. the weathring for the textures sound great cant wait to see it


#18

So I’ve been messin around with the normal maps and they look good in Zbrush, but when I bring em into maya I get some odd results… it looks alright in places, but oddly light/drak in certain areas. Like down the leg it fades light to dark on his thigh, but not anwhere else on the leg, or body for that matter. Never used normal maps before so I am kninda winging it based on other posts here and there… Anyway here’s the update, still need to do the spec pass, and the eyes… really want to get the normal map business sorted out too…


#19

OK, got the normals figured out, lights looks proper now, can move on to the rest now. Think I am done with texturing, unless anyone has any suggestions.



#20

Lookin’ good! Though I’m wondering: are those stripes or wrinkles or what, there, on his biceps, thighs and midsection?