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 09-23-2008, 04:40 PM   #1 (permalink)
Game-Artist.net Staff
Craig Lewis's Avatar
Craig Lewis's User Activity: 5/10
596 - 46
Scrab

For which Engine - None particularly, might chuck it into unreal when I'm finished
Current Polycount - 1.269 million
Max Polycount - For the low poly, perhaps around 5,000 to 10,000-ish, not too sure.
Texture Size - Probably either 2048 x 2048
Description of background information on piece - It's a Scrab from the Oddworld games.
Where are you looking to receive criticism - Generally everything. I'm sure I've got things to improve on all aspects of my model.
_________________________________________________


Thought I'd give this guy his own thread.


Made some more progress with it today, and I'm really pleased with how it's looking. I don't think I need to do too much more with the sculpt, just need to detail his shins up a bit, and that'll probably do. Or.... Do you reckon I need to add another subdivision and do high res stuff like surface detail on the skin, etc, or is it really necessary?

The sculpts not 100% accurate, firstly due to lack of reference (even my art of oddworld book has very few pictures) and also because I like making it up as I go along

Any tips or pointers on anything I should do to the sculpt would be much appreciated.

Got accepted into the topogun beta today, just waiting on my key for it, so I'll be giving that a go for doing the low poly version. It seems like a really useful program, and a good way of working.
__________________
Craig Lewis is offline   Reply With Quote
Old 09-23-2008, 05:47 PM   #2 (permalink)
Senior Artist
Jimi's Avatar
Jimi's User Activity: 5/10
571 - 25
Huh, it looks so familiar... I have modelled two creatures like that some years ago.. they had hands though... To me it looks like having enough detail, nice colours. Maybe the torso area could be wider.
__________________
zbang!
Jimi is offline   Reply With Quote
Old 09-24-2008, 01:31 AM   #3 (permalink)
Game-Artist.net Staff
Craig Lewis's Avatar
Craig Lewis's User Activity: 5/10
596 - 46
Quote:
Originally Posted by Jimi View Post
Huh, it looks so familiar...
Quote:
Originally Posted by Craig Lewis View Post
Description of background information on piece - It's a Scrab from the Oddworld games.

__________________
Craig Lewis is offline   Reply With Quote
Old 09-24-2008, 01:32 AM   #4 (permalink)
New Artist
Cijzerman89's User Activity: 1/10
26 - 2
Yay I loved the oddworld series!
So how can I not love this piece
Cijzerman89 is offline   Reply With Quote
Old 09-25-2008, 06:54 AM   #5 (permalink)
Game-Artist.net Staff
Craig Lewis's Avatar
Craig Lewis's User Activity: 5/10
596 - 46
been working on the low poly today - I require crits!


Firstly, I assume it's far too high poly, is it worth continuing, or should i restart? Secondly, how's the topology looking?

Ta!
__________________
Craig Lewis is offline   Reply With Quote
Old 09-25-2008, 07:11 AM   #6 (permalink)
Game-Artist.net Staff
glynnsmith's Avatar
Winner of Speed Modeling Golden Star 
glynnsmith's User Activity: 6/10
1,450 - 152
Your edgeloops are looking really nice, fella. I'd hazard that it's a bit too dense though.

If you've gotten your edgeloops down, could you just try deleting a few loops? Sometimes it works, sometimes it doesn't :P

Don't forget - the low poly only really needs to be concerned with the silhouette and the bigger shapes. Smaller shapes can usually get defined by the normals + a nice AO bake.
glynnsmith is offline   Reply With Quote
Old 09-25-2008, 07:46 AM   #7 (permalink)
Game-Artist.net Staff
Talon's Avatar
Golden Star Winner of Speed Texturing 
Talon's User Activity: 8/10
2,770 - 470
It looks really wierd that it has pectorals (3 sets!), clavicles and shoulder blades yet has no arms. If it has no arms, it has no need for those muscles or bones...

Your low poly mesh is looking decent, though. Maybe a bit too high poly, I think you'd end up looking at about 20k if you keep at it like you've started. Like Glynn mentioned, you only really need to define the big masses and the prominent silhouette shapes, everything else will get defined by the normal map and AO. So you can get away with pulling the loops that define the least amount of shape to free up some polys.
__________________
> My Portfolio
> Hull-Breach Lead Modeler
> Supporter of good crits.
Talon is offline   Reply With Quote
Old 09-25-2008, 07:49 AM   #8 (permalink)
Game-Artist.net Staff
glynnsmith's Avatar
Winner of Speed Modeling Golden Star 
glynnsmith's User Activity: 6/10
1,450 - 152
Maybe the pecks are just massive abs? It's like Peter Andre vs Starship Troopers!
glynnsmith is offline   Reply With Quote
Old 09-25-2008, 12:35 PM   #9 (permalink)
Game-Artist.net Staff
Craig Lewis's Avatar
Craig Lewis's User Activity: 5/10
596 - 46
Quote:
Originally Posted by Talon View Post
It looks really wierd that it has pectorals (3 sets!), clavicles and shoulder blades yet has no arms. If it has no arms, it has no need for those muscles or bones...
That's what it looked like in the reference, though I've not done it 100% accurate to that anyway.


Dunno really, I quite like the way they look, despite not being realistic. He's a muscely badass.

Quote:
Originally Posted by Talon View Post
Your low poly mesh is looking decent, though. Maybe a bit too high poly, I think you'd end up looking at about 20k if you keep at it like you've started. Like Glynn mentioned, you only really need to define the big masses and the prominent silhouette shapes, everything else will get defined by the normal map and AO. So you can get away with pulling the loops that define the least amount of shape to free up some polys.
Cheers I thought it probably was too high poly, I'll try deleting some edgeloops, and see how it looks, though failing that, I'll just redo it, shouldn't take too long.


I tried baking out the normals to see how it's looking thus far, and I was pretty chuffed with how they turned out
__________________
Craig Lewis is offline   Reply With Quote
Old 09-25-2008, 01:58 PM   #10 (permalink)
Game-Artist.net Staff
benclark's Avatar
Winner of Speed Modeling Winner of Speed Modeling Winner of Speed Modeling Golden Star 3rd Place 
benclark's User Activity: 10/10
2,031 - 299
nice topology in this guy

One thing i noticed is that the scrab in the reference is much more agressive looking than your sculpt, I think its the head position. The reference head seems a lot more angular, like its lower and sticking forward a lot more

really cool so far though, those normals came out sweet
__________________
www.benjaminclark.net
benclark 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 03:11 AM.


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