Forums Aritcles
SEARCH:
LOGIN:
Register Register Register Contact Us
Go Back   Game Artist Forums > Game Art > Work In Progress
Register FAQForum Rules Members List Calendar Mark Forums Read
Reply
 
LinkBack Thread Tools Display Modes
Old 08-24-2006, 11:26 AM   #1 (permalink)
Artist
stylize's Avatar
3rd Place 
stylize's User Activity: 0/10
31 - 0
WIP: Blizzard Art Contest Entry

Hi guys, i like to share my entry with you guys. Hope to get any form of critics and comments



I feel its still kind of weird somewhere but i dont knwo where is it... probably will have to tweak the model while i'm doing the texturesWill update again soon
stylize is offline   Reply With Quote
Old 08-24-2006, 11:37 AM   #2 (permalink)
Senior Artist
zortech's Avatar
1st Place 
zortech's User Activity: 0/10
220 - 64
Great to have some Blizzard Comp. stuff around here. Your model looks very good, nice armor and good looking mesh structure. Could you post a non-wireframed render too?

Ellbows and knees and fingers also seem to be well done for rig/animation!

In my opionion his boots look a little strenght. Down to his torso he looks great! I don't know how you'll texture them or if you'll use normal maps, maybe that would make em look better.

Which game did you pic? Warcraft series?
__________________
The trick is to know when you're the latter, so you can become the former.
Revolver
zortech is offline   Reply With Quote
Old 08-24-2006, 12:08 PM   #3 (permalink)
Artist
stylize's Avatar
3rd Place 
stylize's User Activity: 0/10
31 - 0
zortech thanks for the prompt reply hmm the boots too straight.. probably can tweak that area. Thanks haha i'm stressing on how am i going to texture too haha... for normal mapping, i probably will give it a try.

I'm doing Warcraft

here you go. the non wired
stylize is offline   Reply With Quote
Old 08-24-2006, 12:32 PM   #4 (permalink)
Senior Artist
chris holden's Avatar
1st Place 
chris holden's User Activity: 10/10
468 - 164
Lower legs look too long, but it’s tough to tell. Looks like a stiff pose, which could be throwing me off.

The grey accessories appear to be sitting too low (on shoulders and waist).

The armor on his lower half is very exaggerated, but the upper body is not. You should scale the upper body armor up so that it is consistently exaggerated. Big overdone armor is very blizzard style.

Don’t know what you plan is, but you must include some sort of helmet or head adornments. A bald head man is so generic, and you’ll need something to offset the profile.

I like the face in the armor, though it could have some edges optimized out around the collar.
chris holden is offline   Reply With Quote
Old 08-24-2006, 02:18 PM   #5 (permalink)
Artist
phantom's User Activity: 0/10
67 - 2
I agree there is room for some optimization in the collar area, and the boots do look a bit squarish, but really nice job none the less.
phantom is offline   Reply With Quote
Old 08-25-2006, 05:29 AM   #6 (permalink)
Senior Artist
Xadeko's User Activity: 0/10
176 - 4
you should take a look at how the edge in a poly runs,

i realy love the face and im saving that wire image to learn some things from,

hot.
Xadeko is offline   Reply With Quote
Old 08-25-2006, 09:26 AM   #7 (permalink)
Artist
stylize's Avatar
3rd Place 
stylize's User Activity: 0/10
31 - 0
Hi guys thanks for all the inputs.

chris: You comments is straight to the point. I didnt realize it it until u prompted it Thanks

phantom: yeah i will give my best shot to optimize it..

zadeko: Haha thanks for saving the image man.. I love to learn something from you too btw, i dont understand what do u mean "how the edge in a poly runs". Do you mean edgeloops? Can you please enlighten me. thanks
stylize is offline   Reply With Quote
Old 08-25-2006, 09:45 AM   #8 (permalink)
Artist
Lee3dee's Avatar
Lee3dee's User Activity: 0/10
35 - 1
looks awesome!

Are you going for the WoW look in the texturing or more realistic? At the moment the armor looks very generic., I know you can make it more striking
__________________
Level Designer
Lee3dee is offline   Reply With Quote
Old 08-25-2006, 11:48 AM   #9 (permalink)
Senior Artist
Xadeko's User Activity: 0/10
176 - 4
aight there we go,



this is a start, a simple poly, a basic poly is build up out of triangles, now there are 2 triangles in this poly, now you can place them in 2 ways, with an edge running from left top to right low, or the other way around. max always places them into the same direction if im correct so you need to adjust some to make the model look better.



as you can see this will give you 2 totaly different results.





so what you need to do is fly around your model and look for those edges that need to be turned as i like to call it.
if you use max it is realy easy, you grap some verts, you connect them in the way you want them to be, press 2, right click remove. ( you can remove all at once if you connected all and go to edge mode )

now you changed the way they run and also changed the way your model looks, this can take away those dark lines in your model and give it a better shape.

edit: i think ill make a little tutorial for this because it is importand.. but very few people know this or dont take it seriously. ( maybe you do so dont mind it... )

Last edited by Xadeko; 08-26-2006 at 08:44 AM.
Xadeko is offline   Reply With Quote
Old 09-01-2006, 10:04 PM   #10 (permalink)
Artist
stylize's Avatar
3rd Place 
stylize's User Activity: 0/10
31 - 0
Wow Xadeko, thanks for the great tip.

I'm still working on my textures.. I have been busy with my work so the progress is kinda slow right now haha.
stylize is offline   Reply With Quote
Reply

Bookmarks
Digg del.icio.us StumbleUpon Google
Thread Tools
Display Modes




All times are GMT -5. The time now is 10:54 PM.


Powered by vBulletin® Version 3.7.0 Beta 4
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Content Relevant URLs by vBSEO 3.1.0
Copyright © 2006-2008 Game-Artist.Net