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Inventor Engineer


ascottk

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After working on creations made by other people, I wondered if I could model a character from scratch.

 

inventor_engineer_wip1.jpg

 

All of the textures are placeholders & all of the mesh, with the exception of the head, was created from scratch. Normally I tweak existing models, but after thinking about it, I can create a rough form then tweak that . . . which is the same idea ;)

 

Based on Spring's excellent concept art:

mechanite2.jpg

 

BTW, Spring, this guy could easily be modified to be a cook ;)

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Hey, looks good to me! You're like a D&D character gaining new abilities each time they go up in levels. ;)

 

"Ascottk, 12th level Modder"

BTW, Spring, this guy could easily be modified to be a cook

 

You're speaking my language. ;)

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Looks good! The face looks very good and seems like it will fit right in among Odd's faces, but would have to see a few more angles to get a better idea.

 

The rest looks like it fits the bill, once it's textured to include all the detail. Are you planning to make a highpoly model of the apron with all the pockets and stuff, out of curiosity?

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Hey, looks good to me! You're like a D&D character gaining new abilities each time they go up in levels. ;)

 

"Ascottk, 12th level Modder"

I was going for the 13th ^_^
You're speaking my language. ;)
I thought you might like that B)

 

My God man. Is there anything you can't do? :) Looks great so far!
Won't know 'til I try ;) Actually, I can't play saxophone, I can't be a stunt driver, I will not be the President of the United State or a politician for that matter, I can't fly on my own, I can't walk on water, I won't be a doctor, etc.

 

Looks good! The face looks very good and seems like it will fit right in among Odd's faces, but would have to see a few more angles to get a better idea.
I'm going to try for the Ben Franklin look or get closer to the concept art. Maybe a bit of both.

 

The rest looks like it fits the bill, once it's textured to include all the detail. Are you planning to make a highpoly model of the apron with all the pockets and stuff, out of curiosity?
I might have two versions, one for the engineer & one for the cook. Then I'll make high poly versions for normal maps.
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In comparing to Spring's concept, it looks like the apron needs to be a bit longer (I think that would help), and if those boots are as big as the large boots oDDity puts on characters, I'd prefer them to be a bit a bit smaller. Hard to tell from this angle, though, if it's anything to worry about.

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Hehe, awesome. I can just imagine him pottering around a steam-filled laboratory filled with whirring shiny things. B)

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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... I will not be the President of the United State or a politician for that matter, ...

 

I guess you must learn to be corrupt, lie a lot and cheat like hell. That should improve your chances dramtically. :)

 

I might have two versions, one for the engineer & one for the cook. Then I'll make high poly versions for normal maps.

 

Great! Nice work there. But I think the shoulders are not enough rounded in that pose. In your shot the go straight from the torso, without the round part of the shoulder. I guess this is what you guys were refiring to from the T-pose.

Gerhard

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It would be fairly thick leather, to protect from chemicals and burns (and lots of pockets). The rest of the clothing would also be pretty rough and dirty. These are work clothes.

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Honestly, I wouldn't worry about the diffuse textures yet. That's fairly easy to do at the end. It's all the high-poly details (belts, pockets, strings, buckles, etc) and the normalmap wrinkles and folds that will be the hardest to get right, I imagine.

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Honestly, I wouldn't worry about the diffuse textures yet. That's fairly easy to do at the end. It's all the high-poly details (belts, pockets, strings, buckles, etc) and the normalmap wrinkles and folds that will be the hardest to get right, I imagine.
I'm working on the diffuse map to get an idea where all the details are ;)
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