View Full Version : CapnMatt - SteamPunk - Jonas the Pathfinder
11-01-2010, 02:07 AM
Hi guys. Been lurking a looong time. Time to get into actually doing some stuff.
Here's my concept work so far from when I've found free time. I can't quite seem to get the designs "steampunky" enough. Would be glad of any suggestions :)
I reckon I'm mostly decided on body shape and the cloak is staying - so I'm gonna lay into the base model over tomorrow.
Thanks for looking and for crits :)
11-01-2010, 04:39 AM
I think your character looks steampunk enough. I'm not sold your weapon tho.
While I like the flame thrower idea, it feels kind of forced tho. I don't think its the best weapon for steam. Is steam [wet moist air] really what you want to be using in a flame thrower? Aren't all flame throwers pressure based, would steam power really be adding anything to it?
How about something like a steam powered saw/chainsaw or the like on the end of the staff? You could keep most of the staff the same, but I think you'd have something far more interesting as far as the implementation of steam goes.
11-01-2010, 04:30 PM
Looks steampunk enough to me, you don't need a 3 ton steam boiler powering everything for it to be steampunk, it's also a style of clothing which if I'm right falls under the guide lines. Good luck hope to see more soon.
14-01-2010, 01:55 AM
Quick question - when modelling a character with pouches etc on his waist - do you guys tend to model them as part of the body base mesh or model them seperately then attach them?
Gonna redo the cloak tomorrow...it's a bit too high poly atm.
Thanks for lookin :)
14-01-2010, 02:31 AM
the main mesh has a real nice feel to it. as far as the sword and stick go, I like the last one and maybe the second too.
18-01-2010, 11:50 PM
Hi guys, I reckon I'm about ready for my high poly but thought I'd gather feedback first in case anyone spots anything I haven't :)
So yeah....crits please :D! Be as brutal as you like, I'm learning!
Also, there are 2 staffs because I'm not sure if I want it beaten out of shape or perfectly straight so opinions on that are welcome too :)
20-01-2010, 12:19 AM
base mesh is looking promising, what are you plans for this now? zbrush or straight to texturing?
As for the staff I like the bent one, gives it a little bit more of character. ;)
20-01-2010, 12:31 AM
Yep zbrushing it asap :) Just struggling to uv unwrap it atm! Should be able to work out the kinks by tomorrow night then I'll do a high poly between now and Sunday. That gives me a week to texture. Thanks for the crit, I reckon I'll go with the weathered staff :)
20-01-2010, 12:37 AM
what are you unwrapping in?
20-01-2010, 12:39 AM
Attempting to do it in roadkill. The automatic way using the max script doesn't seem to be working. It's having trouble exporting the obj apparently, anyone have a clue why? I got a fair bit through manually earlier but it's 2am here and I'm up for my day job at 7 so I think I'll have a go tomorrow :P
Edit: Never mind, I got it working auto I believe. Went into the script and changed the file paths for the obj import/export. Seems to have done the trick.
20-01-2010, 12:48 AM
are you having trouble exporting the OBJ from Max? or just trouble in RoadKill?
If you export to roadkill, I think you need to uncheck all the options. Also, you have multiple pieces - export and unwrap them separate if you are not doing that.
20-01-2010, 09:47 PM
Just using max for the uvw unwrapping atm. There's something on the brief I'd like to ask for a hand on....
-2-sided pollies with two separate uv channels are permitted."
How would I go about doing this? I'd love to have two different textures on either side of some of the guy's cloak.
Thanks for any help
20-01-2010, 09:54 PM
21-01-2010, 12:54 AM
I can't stand using Max for unwrapping - RoadKill is way faster and easier (in my opinion). I would only take about 20 minutes to get the hang of and less then an hour to unwrap a character well.
I know about double sided textures but not using different textures on each side.
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