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DeepOmega

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Posts posted by DeepOmega

  1. ThiefNew7.jpg

     

    Minor update, which most will be from here on out. Added volume and folds to the hood, lots of finger details, the quiver is now strapped in place, the sword and sheath are a more reasonable scale. Right now, I need to decide if I should model in the rest of the details, or texture it in.

  2. Waist is too low, body is too undefined and rectangular. Looks apronlike. Give him more shape. Not sure why you have all those sharp angles in the arms, as I've never used anim8or, but try to fix that. Shorten the torso, define the waist and chest area. Gimme a side shot to crit, too. B)

  3. ThiefNew6.jpg

     

    Two exams and two projects later, finally, an update. Hood was majorly reworked, along with a little of the face. Knocked up the basics of some of his equipment - Springheel, if you could give me some nice, clean drawings of engraved patterns I could slap onto the sheath and the quiver, I'll add those too. Added metal to the knuckles (and gave them a bit more definition, too).

  4. Haha. 1500 student? Yeah right.

     

    Try 500, at www.studica.com. All of my software is student priced :D I love that site. Adobe Creative Suite - under 400. That's Photoshop, Illustrator, InDesign, GoLive, and Acrobat, for under 400 bucks. Adobe After Effects, for 275. Hell yes, I say.

  5. Well, Kyo, speaking for myself I think it'd be rather nice for you to get to work on the non-human character models - burricks, spiders, zombies, and suchlike. I'd ask springheel or one of our other concept artists to knock you up some sketches for it.

     

    Good to have you with us!

  6. Any particular opposition to me posting this as Work In Progress on CGTalk.com? I don't have too much hope for any real crits, as I have bad luck with those, but it'd be nice to get some feedback on it as I'm doing the real hard work. But if you want to keep this in-house till it's done, that's cool.

     

    Edit: Whoops - re: Springheel's concern about visibility, the model will be the same for other thieves in-game (there were a few in T2), so it'll still be usable for that. Plus, a nice, superawesome thief model should generate some buzz/interest.

  7. ThiefNew5.jpg

     

    (Ignore the blue thing)

     

    This just about the final "medium poly" version - it needs two belt buckles, and then it's done. The next step will be bumping it up to high poly - this is where I make the clothing look less painted on, give the mask thing some volume so it looks less like a hospital mask, make the hood look like wool instead of plastic, and so forth, as well as adding wrinkles, creases, and a lot more detail all over the place.

     

    In other words, this is the hard part. :D

     

    So, vote time. Do you guys want me to keep working on this, or should I pause on it, work on the "Honestly it's not a Hammerite" guy? Either is fine for me, so it's your preference that will guide my decision.

  8. Am actually home for the weekend right now, so I'm not gonna get any more work done till I get back to my dorm. But on the plus side, I think I've picked out the hardware for a new-ish computer - a 2.8 GHz Xeon machine with an open slot for a second SPU when I scrape the cash together, and 1.5 gigs of RAM. Awwww yeah. Once I run this by a few of my friends who are better with hardware, I'll order it and put it together. :D BTW, Springheel - awesome sketch of the face, it'll be great for what I need.

  9. I actually went out and finally got around to guying a book on anatomy last night, finally. Before now I wasn't nearly good enough to justify it, but now... :)

     

    Yes, the face was way too long, from about the eyes down, so I shifted it all down a bit (including the neck). Is a lot better now. Will put up some screens later, but right now I'm trying to make some hands. I hate hands.

  10. Sketch me a face indeed - great timing, as I just dug out an ancient, terrible model of a head that I was working on when I first got into character modeling. It was a horrible model for a normal person, as its facial features were way too thin, and most character models are Action Hero type people. For a thief, tho, it's great. And on the awesome side, I made a fantastic nose. Hell yes.

     

    So, yeah, knock up a quick face sketch for me please thx.

  11. I REALLY like that mask idea. A LOT. And not just from a holy-shit-easier-to-model standpoint, either. It looks excellent indeed, and it makes sense, right? Harder to see him.

     

    As for the indent issue - I tried that first, but it didn't smooth very well, so I'm actually gonna do a combination. Right now I'm going through all of the edges of armor and adding a bit of a curve to the outside edges of the armor, so it's a bit raised. Just about every sharp edge is gonna get chamfered to a nice curve, as well.

  12. Hey all - I knocked up a quick model of the wooden inlay trim thing. Unfortunately, in that fateful reformat I lost my Doom 3 install, and the CDs are home. I'll grab them this weekend, but for now I just exported the two ASE files for your use to generate normal maps. I attached it as a zip. There's a good tutorial on doing it at http://www.doom3world.org/phpbb2/viewtopic.php?t=5133 - it should be pretty obvious which of my files is which.

    WoodInlayLow.zip

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