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#1 (permalink) |
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New Member
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Hunter Toff
Hi and welcome
![]() I'm starting a new project and thought i would use game artist since i've had an account for a while and start to get involved in the community. So i thought i'd start a thread as well. For my next project i'm going to be doing a Old Victorian Hunter, similar to Van Pelt in Jumanji. The design is close to want i want with some small changes i still need to work out. For example an elephant gun or a blunder bust :P Now were talking i hear you say! But enough chat.... Image time. ![]() So any comments or suggestions? Because they are always welcome. Even the little ones. |
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#2 (permalink) |
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Frequenter
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I didnt look at the text at first and thought straight away that he reminds me of the guy in jumanji, so nice drawing, like the style of the 2d concept.
Cant really suggest much more, just that is it going to be realistic, he looks like he could fit quite nicely in the TeamFortress style, but yeah overall i cant say much more than that. Just look at refrence when doing the modelling. You could get some great detail into those boots for example and maybe a side arm? Indianna jones maybe a good refrence as well to look at. |
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| The Following User Says Thank You to Sharvo For This Useful Post: |
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#3 (permalink) |
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New Member
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Cheers for the reply Sharvo, good to see you immediately noticed the jumanji hunter look. Seems I'm on the right track. YAY!
Was originally going to be realistic inappearance but after your suggested of the team fortress style i decided to go back to the drawing board, since my protfolio really could do with some stylised stuff. I'm basically going to have the body they same with a few tweaks here and there. With this new direction i'll add some more detail to the character in my next concept but still keeping it simplistic at the same time. I may aim to show a story through the use of trophies on his person. Anyways here is the new look for my hunter..... face wise.... ![]() I know its a slow update but i'd just notice i'd deleted my old texture file for an old model so been busy with that. Typical. |
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| The Following User Says Thank You to Di$array For This Useful Post: |
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#4 (permalink) |
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New Member
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Okie dokie.
First off, its been a while :P but i've finally got around to continuing this model. Going for a mix bteween TF2 and The Clone Wars style and clay appearance. At the moment i'm just trying to get the base model done. Then i'll add a few trophies here and there to see how the character will look. But looking at clone wars and TF2 closely you notice that there isn't really that much personality added to them with trinkets and what not. Anyways enjoy and C&C is always welcome and appreciated. Rought Front Turnaround. ![]() Front. ![]() Side. ![]() Perspective. ![]() Perspective Viewport. ![]() |
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| The Following User Says Thank You to Di$array For This Useful Post: |
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#5 (permalink) |
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New Member
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The only bit of advice I have is that i would not add the facial hair "built into" the face he base model. I would add it on top of the face via an alpha. Like you would do with grass or plants. Looks great, keep it up.
__________________
www.brycehouska.com - Personal Web page http://www.game-artist.net/forums/sk...ketchbook.html - My Game-Artist Sketchbook |
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#6 (permalink) |
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New Member
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Hey Ariofighter. I understand what what you mean but i was basing the beard off that of Obi Wan from the Clone wars CG series. I going for a sculpted look more that than the alpha planes look.
So that leads me needing some help and feedback from you guys. You now know that i'm wanting obi wans style for my hunter's beard and after looking at several images of obi wan i'm starting to wonder whether the beard is a separate object from the face or the beard and the head are all one mesh. So what do you think? I'm leaning towards separate at the moment. To help you get a better idea here are a few images. ![]() ![]() ![]() ![]() |
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#7 (permalink) |
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New Member
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Ok peeps. Got a little question for you. I'm near the end of modelling my Hunter (a few accessories need to be added and finished off) and a friend noticed that his crotch was a tad low. Now the style could play to that but i copied the model and moved the crotch up to decide which works best and now i'm split 50/50.
So what do you guys think? ![]() |
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#8 (permalink) |
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Forum Leader
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The model is looking really nice.
Rasing the crotch does certainlly help (so I would go for B) how ever he does appear to be a bit short especially his legs. I would also raise his shoulders a bit (they curve a bit too much into the arms) His thumb seems short (could be the angle its at thought), His arm pits are also a bit low on the torso. His forhead is also maybe a bit short (so you may want to raise his helmet a bit) His boot maybe a tad too thin Hopefully this paint over should help a bit ![]()
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My Portfolio |
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#9 (permalink) |
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New Member
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Cheers for some crackin feedback SkwigglesWorth as well as taking time to do a paint over. I forgot about this thread the last time an update was ready so i'll post one now :P
In the end i went with 3. Since the style was a blend of TF2/Clone Wars the quirky proportion were intended. But once again SkwigglesWorth cheers for taking the time. Since then i've fitted him with accessories and a cloak and done a rough colour pass and refined him from there as you'll see in the images below. I'm currently working on his pipe then i'll move onto his Blunderbuss rifle. The its all posing and lighting from there. Hope you enjoy the new images and please post any comments or criticisms, both good and bad. ![]() ![]() ![]() ![]() ![]() Enjoy! |
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#10 (permalink) |
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New Member
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Dude thats pretty amazing to see the level of detail that has been added to the simple 3d model in the early posts! Would you mind talking us through how you added the detail such as cloth creases, accessories etc. also a little bit on the 'AO' mapping, still learning what this is
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