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Old 25-02-2008, 06:49 PM   #61
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Great concept! Did you decided how the glove will be made or not yet?
Love the colors. Btw if the hand is mechanical watch out to not make
it against the story (you know 1000years ago.. mechanical and electrical
devices stopped working etc...)

Quote:
It has been 1000 years since the disappearance of machines. All electrical and mechanical systems continue to malfunction
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Old 25-02-2008, 07:45 PM   #62
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I'm going to keep looking up info on normals. For now though, I need to take my current concept and kick it up a notch. I think it's a little bland and amateurish (even though I am an amateur).

The nature of the concept will mostly remain intact, but I need to make it more interesting. Any suggestions are extremely welcomed.
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Old 25-02-2008, 07:55 PM   #63
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ideas, break the back armor into 3 or 4 parts instead of just the two. The squid like thing in the front of the face, have it come out stright from the face instead of the way it is now. Maybe turn his arms into 3 or 4 tenticles that all come out at the same spot, like one big thick tenticle that breaks up into smaller ones, but they need to be long, like touch the ground while standing straight up long. Could even do the same with the legs. More eyes. The ones you have now are cool, they have this evil feeling, so to get more fron that, add more eyes. Could almost be like an eye for every tenticle, maybe not. But three eyes on each side of the head, there will be no blind spot.
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Old 25-02-2008, 09:22 PM   #64
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I'll begin drafting some sketches.
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Old 03-03-2008, 07:53 PM   #65
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*climbs up from page six*
Whew. Okay! Here is a more complete mesh. I plan on adding a lot to what I've got, but what does everyone think about the long arm weapon thing. I'm not entirely sold on it, yet, but I think it has potential.
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Old 03-03-2008, 08:02 PM   #66
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I think that the arm has ALOT of potential. If you can maybe make the chain fly from there, making it even more elongated. I think this is a big step forward in your character development.

On a side note, if you wanted to make a nice wife frame shot of your model:

1. Select your whole mesh
2. Using the move tool, rotate tool, or scale tool, shift click (do not drag) and clone your entire mesh.
3. With the cloned mesh selected, add a 'push' modifier to it (the mesh <.<) and play with the amount, not too much that it comes off the original mesh, but so that it is maybe a pixel off of it.
4. In the material editor, apply a new material to the cloned mesh and make it a wireframe.

Try to use a light material for the base mesh and a darker on on the wireframed material.
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Old 08-03-2008, 04:15 AM   #67
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Been a while since a real update. Going with a nice, easy to manipulated, predictable bump map for the details. Lemme know what you think.
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Old 08-03-2008, 05:45 AM   #68
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Burnin the midnight oil!
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Old 08-03-2008, 12:11 PM   #69
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I'm not sure if your just running through the basic texture and bump phase or not, but if you are relatively done with the head texture, you should think about running back and using the burn and dodge to make some sort of color variation. Try using the mid tones option for both, it just lightens the color and darkens it, it doesn't turn the palette black or white.

Keep burning that midnight oil.
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Old 08-03-2008, 02:49 PM   #70
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Yeah this is all preliminary bump work. Thanks for the tip though.
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Old 08-03-2008, 07:31 PM   #71
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you will want to use more than just dodge ans burn on the face to add color variation. You will want to use other colors aswell.
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Old 08-03-2008, 09:34 PM   #72
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love the elephant trunk-ness of the bump on his / its... well trunks :P I agree with Big Toe. some colour variations to simulate thicker, thinner skin areas would really bring the diffuse to life looking forward to updates
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Old 09-03-2008, 04:36 AM   #73
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Nother update!
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Old 11-03-2008, 12:23 AM   #74
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Still a lot of work to be done, but he's moving in a direction I like
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Old 11-03-2008, 04:43 AM   #75
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An update!
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