View Full Version : AlucardAssassin-Battle Chess
25-06-2011, 07:25 PM
I'm going to be creating a Bishop character, with a sickly, pale human controlling a much larger battlesuit. Tubes will connect the two entities, and the suit will most likely be dark gray.
Good luck to all!
26-06-2011, 08:56 PM
Here is basic sculpting progress...much of the battlesuit hasn't even been touched yet however.
Sorry for the large image size.
27-06-2011, 03:33 AM
Sorry for the double post, but here's another sculpt update.
27-06-2011, 01:56 PM
Honestly, I think you should work a little more the suit. Are very thick. Someone who designed the uniform also think in mobility, and the way it is seems a little uncomfortable to use.
27-06-2011, 03:24 PM
The shapes seem a little rudimentary rectangles and spheres. Think about how each peice would go on it helps when making a character like this
27-06-2011, 03:33 PM
Thanks for the feedback! Actually, it isn't a suit, but a biomech. The torso is the only organic part of the model and it is attached to the robot parts. I also will work on the shapes by adding more variety and armor plates.
27-06-2011, 03:52 PM
Looking good so far, if I may make some suggestions the only thing I would pay some attention to is the legs, they just look like spheres right now and that is fine if that is what you want it to look like just make sure you add some funtionality to the joints (knees & ankles) also post some more views ;)
27-06-2011, 03:57 PM
I was trying to make the legs look like the Heavy Gear mechs, but I will be sure to add some functionality.
27-06-2011, 10:50 PM
Added some cables ataching different body parts...and knee and elbow pads. Also, a side and back view.
28-06-2011, 01:54 AM
Looking better really look at the how the different prices are connecting though. Really push the joints and how thy work it will add a lot of believability to him.
28-06-2011, 01:56 AM
28-06-2011, 09:54 AM
You should, when saving images in Zbrush, not use print screen, instead press "document" and then export, followed by which file type you want...
Also when texturing and giving detail to your character you should try getting different shapes and forms into it to make it a bit more interesting. Repetition is nice but then it needs some sort of harmony, either in its variations, placement or both... :)
Keep it up!
29-06-2011, 04:14 PM
Thanks Hula for the tip on image export...been trying to find that for a while. Anyway, sculpting progress: Started beating up the cloak and waist cloak, and added screws to the armor. Also worked on feet a lot.
Uploaded with ImageShack.us (http://imageshack.us)
30-06-2011, 04:06 PM
Another sculpting update :haha:, added a large stone cross on his back. Working on a strapping system for it currently, also thinking up a way to incorporate prayer flags.
01-07-2011, 03:02 AM
I dig the cross idea. I think flags may make it too cluttered. The cross is usually used/seen as a "burden" so you may want to make it affix to his human parts some how.
01-07-2011, 03:59 AM
What I had planned for the cross is two huge pieces of metal affixed to his shoulder plates, but I may add chains as well. Thanks for the feedback!
01-07-2011, 10:34 PM
Just testing out some color schemes...no texturing or anything, just Zbrush materials. What do you guys think?
01-07-2011, 10:53 PM
Think the weapon arms should go more with the overall rounded aspect and geometry. The rest is flawless.
01-07-2011, 11:36 PM
Thanks a lot! I was actually comsidering redesigning the guns, but now I will for sure. Concepts up soon. :haha:
03-07-2011, 02:58 AM
I decided to change the weapon arms to have two different types of guns, and detailed them both. Still experimenting with colors....thinking red on black but I haven't decided yet.
03-07-2011, 08:13 AM
The new weapons are really better, this model is great.
03-07-2011, 03:55 PM
Thanks! More updates soon.
07-07-2011, 04:33 PM
I really like where you're going with this, but if it's not too late I would suggest changing the legs. They seem really clunky and make the silhouette look awkward, like he's a skinny guy with abnormally large hips.
They would work well if you slimmed them down a bit.
Otherwise, the technique and style is excellent. The big arms work because it creates this sort of gorilla-like shape to him.
07-07-2011, 04:42 PM
Thanks for the input, I'll see what I can do about the legs. Good luck on yours, too!
07-07-2011, 08:24 PM
Been workin' on the low poly....my least favorite part.
11-07-2011, 11:40 PM
Low poly with Normal map, rendered in Marmoset.
14-07-2011, 12:02 PM
I think there are alot of places where you aren't using the polygons to their full potential. If I had to guess I would say this character is maybe... 6k tris under budget?
In my opinion, you should be doing everything you can to meet the budget (since it is so high) even if it means pushing the characters tri count to 14,999. There are several areas that could be enhanced with more geometry. The parts that really stand out are the mechanical shapes on his left gun-arm. There are a bunch of circles and divots and mechanical markings on the gun that feel totally flat because of the lack of geometry. The same issue is happening on the feet as well (in the rounded protrusions). And again on the feet, the large spikes on the underside are not being supported by enough geometry.
Lastly the drape over the legs seems unnecessarily angular. It could use two or three more edge loops to smooth that out.
I hope you don't find this overly critical. There's a lot of great things about this character and I think you'll be able to bring out the best in it with just a few geometry changes here and there to make it more dimensional. Hope this helps you! Good luck
14-07-2011, 03:18 PM
Haha I only wish my character were 6k tris under budget, it's at about 14,897 right now. But I understand what you're saying and will move some tris around. Thanks for the constructive critisicm!
16-07-2011, 03:11 AM
Here is the beginning of my texturing....just figured out alpha maps! Hoorah!
19-07-2011, 04:00 PM
Hey wow, that texturing job looks epic. It really helps the character along.
Also, I know you just figured out alphas, but look into reflection maps also. It took me forever to realize, but reflection is sooooo sooo important for selling metal materials. Even if its only there the barest bit, it makes a world of difference.
Looking good, keep it up!
19-07-2011, 10:54 PM
Thank you for the input.....also, I looked into reflection maps. Do you know if there is any way to incorporate them into my model if I'm rendering with Marmoset toolbag?
20-07-2011, 04:51 AM
Don't know, I never use the marmoset toolbag, sorry :-\. I'm sure someone else can answer that better than I can
20-07-2011, 12:13 PM
Marmoset automatically sets up an environment so your high specular should pick up the hints of that environment.
25-07-2011, 01:21 AM
Texture and material work nearing completion, some optimization still necessary. Also, some basic posing as you can see :haha:
All crits are welcome.
25-07-2011, 02:23 AM
Looking better. I still don't get what I'm looking at with the hip area though.
Also maybe add a bit of fraying around the rips in the cloth
25-07-2011, 11:41 AM
I think you could get some more variations in your texture. Right now, I understand the color more like a paint job. What I mean is that you have got a lot of screws and button like detail in there that could use some more attention. I think these details get kind of lost right now. Also, I think it looks too new,like a machine that just got out of the factory, brand new. You know what I mean?
Have a look at this weapon (just an example): http://skins.thanez.net/aks74u/render.jpg
It has a some scratches and variations in the textures. May be this could give your model an additional touch. Keep it up!
25-07-2011, 03:05 PM
Nice job dude. But, since there are a few days left, might I suggest you reading --this tutorial-- (http://www.game-artist.net/forums/spotlight-articles/42-tutorial-hard-surface-texture-painting.html), to get more 'oomph' into your character.
25-07-2011, 05:16 PM
nice one! i think there's only one thing you should pay more attention to: the functionality.
i like your desing, how it looks new and interesting, the only thing i miss is that i can't clearly understand the funtionality of everything (e.g.: some wires go inside other surfaces without any transition like some screws or a tube end or something)
and same goes to texturing, just think about where would this armor go worn and scratchy if it existed (at outer corners and more dirt at the legs etc. ) now it seems sterile
(TekNeek gave a nice texturing tutorial!)
i hope i was not rude, was only trying to give you some tips how to take it to the next level :) keep up the great work!
and i can't see Ambient Occlusion baked from your high poly model, that would help much to understand forms much better.
28-07-2011, 06:02 PM
Thank you all so much for the critiques, they were very helpful. This image is the first grunge pass, just overall dirtiness. No actual grunge detailing has been done yet, except for very few areas. Thanks!
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