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wil_himura
24-06-2011, 01:06 AM
I might join :P Although I dunno if I'll be able to finish, it's a great challenge where I can learn a lot for sure!

Regards and good luck!

This is just the begining, I don't know where will this end up, just sketching ^^

http://lapsusmental.files.wordpress.com/2011/06/resq.jpg

http://lapsusmental.files.wordpress.com/2011/06/resq-2.jpg

Pablo Ferro
24-06-2011, 01:38 AM
What piece?

wil_himura
24-06-2011, 07:02 AM
Still have to decide if I'll go for the pawn or the rook :)

Thanks!!

snakeeaterjns
24-06-2011, 02:10 PM
Cool start.

Warlock 279
24-06-2011, 09:53 PM
That'd be a mighty hefty looking pawn, looks much more suited to a rook. I reckon the hands could stand to be a little bigger to better fit with the proportions of the upper body. Nice start.

wil_himura
27-06-2011, 12:05 AM
Some face sketching.

http://lapsusmental.files.wordpress.com/2011/06/resq-3.jpg

http://lapsusmental.files.wordpress.com/2011/06/resq-4.jpg

wil_himura
27-06-2011, 08:20 PM
Hi again!

since the challenge is about inspiring fear among the other chess pieces, I'll stick to my original idea of a combat pawn specialized in short range combat :D

I'm planning to play a bit with UDK and this may serve future purposes aswell.

http://lapsusmental.files.wordpress.com/2011/06/resq-5.jpg

Color test(just for a proper sketching wf):

http://lapsusmental.files.wordpress.com/2011/06/resq-6.jpg

My other idea was to put the upper half of the body inside some kind of tank and make it a Rook. But I'll do a nice pose with a combat knife, put a lot of complements on and focus on a high quality low poly model. That plan fits better my learning curve aswell. I'll have more chances of doing big stuff later.

Evenmore... looking at the high level on this forums, winning is out of scope, so focusing on learning isn't a bad idea :D

hulahuga
28-06-2011, 09:59 AM
Nice progress, I like your thoughts on this as well :).

I think you should care with making the face to flat, unless you of course want to keep it stylized, but even then it might be a good idea.

Also regarding his clothes I think you should work in some more stylized, broad detail to really make it pop as a model. Have a look at Battlefield Heroes or something for inspiration :)

wil_himura
28-06-2011, 10:49 AM
Thanks a lot Hulahuga,

This is the detail level I'd like to achieve with this model:

http://hdp7qg.bay.livefilestore.com/y1pF-ez3ldKuldFFJInzWvBqt3es903L-KjctpfVk4MY8Gv5gtmTxiP4VH9n1O334J7fe4Zm59ocMrats1N lfb_Ng/1er%20imagen.jpg

I love this image aswell:

http://cdn.battlefieldbadcompany2.com/files/gui/img/core/bodybg_v3.jpg

I'm want to sketch all the diff pieces before remeshing the model. But I plan to start drawing flows tomorrow!! hehe Quite a tight schedule tho...

Thanks again!!

wil_himura
28-06-2011, 06:30 PM
I keep on defining major forms

http://lapsusmental.files.wordpress.com/2011/06/resq-7.jpg

AlucardAssassin
28-06-2011, 11:47 PM
I think the military helmet should have a rim along the edge, but other than that it's good.

wil_himura
29-06-2011, 10:34 PM
AlucardAssassin - Yeah, it will have details on the helmeet, I can't decide between two diff helmet models, I'll ask here for your opinions when it's helmet time hehe

Right now I'm remeshing the body... I hate this part....

http://lapsusmental.files.wordpress.com/2011/06/resq-8.jpg

AlucardAssassin
29-06-2011, 10:47 PM
I feel your pain man...worst part of modeling, hands down. Good luck anyway though!

Kaiune3D
29-06-2011, 11:47 PM
I have had some luck with the re mesh option in zbrush. You'll still have to do some topo work but it certainly helps with starting in z rather than modeling software.

wil_himura
30-06-2011, 11:22 PM
Only hands left!!!!

Please take a look at the topology and tell me what you think. This model is gonna be animated (at least i'll try to animate it!! hehe).
The back needs some adjustments and also the abs, but I won't spend much time on it. Those parts won`t be visible anyways.

http://lapsusmental.files.wordpress.com/2011/07/resq-9.jpg

http://lapsusmental.files.wordpress.com/2011/07/resq-10.jpg

Thanks!!

The Prime
01-07-2011, 12:49 AM
The topology on the chest is poor. You don't need to have quads everywhere. Let there be more polys on the chest, and then reduce them using tris, so as to not have too many polys in the neck.

wil_himura
01-07-2011, 08:23 AM
The Prime - Do you think I'll need more topology there with the clothing and all? I'll add some more loops on max then. I'll create a base mesh and spend some hours getting a nice silouette on max.

The Prime
01-07-2011, 09:16 AM
When you say 'topology' I assume you mean polygons :) But yes, if you intend on animating this guy, the more polys the better. It allows the mesh to distort without showing the distortions as much.

Though I agree the silhouette is important, the ability to animate the character relies on a nice topology more than the silhouette.

In essence, you can make a nice silhouette with awful topology, but you can't animate it very well with a poor topology.

The poly limit is 15 000, so that's what you should aim for. Anything under is essentially wasted. You've been given a budget, and there's no reward for going under.

wil_himura
04-07-2011, 10:49 AM
Remeshed model, I'll try to stay low in polygons since my target are mobile platforms right now. Let's see how beautiful the model ends up this way.

http://lapsusmental.files.wordpress.com/2011/07/resq-11.jpg

AlucardAssassin
04-07-2011, 02:11 PM
That's a nice looking topology you have there, sir. Keep it up!

wil_himura
05-07-2011, 06:35 PM
Almost ready to sculpt!!

http://lapsusmental.files.wordpress.com/2011/07/resq-13.jpg

I still need to remove some unwanted tris and fix the UV's for those parts.

12k tris that leave some room for a knife, a gun and some otehr complements.

PD: Almost forgot about the belt!!!