View Full Version : Wil_himura - Battle Chess
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 ^^
24-06-2011, 01:38 AM
24-06-2011, 07:02 AM
Still have to decide if I'll go for the pawn or the rook :)
24-06-2011, 02:10 PM
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.
27-06-2011, 12:05 AM
Some face sketching.
27-06-2011, 08:20 PM
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.
Color test(just for a proper sketching wf):
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
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 :)
28-06-2011, 10:49 AM
Thanks a lot Hulahuga,
This is the detail level I'd like to achieve with this model:
I love this image aswell:
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...
28-06-2011, 06:30 PM
I keep on defining major forms
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.
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....
29-06-2011, 10:47 PM
I feel your pain man...worst part of modeling, hands down. Good luck anyway though!
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.
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.
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.
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.
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.
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.
04-07-2011, 02:11 PM
That's a nice looking topology you have there, sir. Keep it up!
05-07-2011, 06:35 PM
Almost ready to sculpt!!
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!!!
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