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Old 11-01-2010, 02:07 AM   #1
capnmatt
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CapnMatt - SteamPunk - Jonas the Pathfinder

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
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Old 11-01-2010, 04:39 AM   #2
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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.
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Old 11-01-2010, 04:30 PM   #3
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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.
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Old 14-01-2010, 01:55 AM   #4
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wip

Wip pics...

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
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Old 14-01-2010, 02:31 AM   #5
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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.
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Old 18-01-2010, 11:50 PM   #6
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More WIP

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 ! 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

Thanks guys!




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Old 20-01-2010, 12:19 AM   #7
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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.
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Old 20-01-2010, 12:31 AM   #8
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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
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Old 20-01-2010, 12:37 AM   #9
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what are you unwrapping in?
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Old 20-01-2010, 12:39 AM   #10
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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.
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Old 20-01-2010, 12:48 AM   #11
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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.
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Old 20-01-2010, 09:47 PM   #12
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Just using max for the uvw unwrapping atm. There's something on the brief I'd like to ask for a hand on....

"Restrictions:

-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
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Old 20-01-2010, 09:54 PM   #13
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Nice weapon.
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Old 21-01-2010, 12:54 AM   #14
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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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