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Beast WIP

  • capone_adam
  • June 4, 2005 at 2:19 AM
  • Mazy
    • June 8, 2005 at 9:03 AM
    • #21

    I like em, good job~~

  • csharp
    • June 8, 2005 at 10:24 AM
    • #22

    that lamp... i thought it was a great idea when i looked the first version. but the way you made it to the final version, i think its kinda lame

  • silver
    • June 8, 2005 at 10:44 AM
    • #23

    change the colour the lamp thingy

  • Skjalg
    • June 8, 2005 at 7:08 PM
    • #24

    maybe its because the lamp is too huge, and it sticks too mouch out ontop.. make it closer to his back, and abit smaller

    like the first pic! (or 2nd)

  • capone_adam
    • June 9, 2005 at 12:56 AM
    • #25

    R.I.P lamp...

    Here is stage 1 of 4 of my modeling process, laying out shapes and setting it up. I have changed a few proportions here and there and I must admit I'm loving the shape and feel of it.

    [Blocked Image: http://www.caponeart.com/del20.jpg]

  • Algor
    • June 9, 2005 at 1:48 AM
    • #26

    Neat concepts, can't wait to see the model flesh out.

  • DaanO
    • June 9, 2005 at 2:38 AM
    • #27

    Tail and ass/hips are way too thin. It looks really strange, out of balance.

  • Algor
    • June 9, 2005 at 2:41 AM
    • #28

    http://www.dogbiz.com/dogs-grp2/greyhou ... ig-256.gif

    Doesn't have to be perfectly balanced and all that, it's fictional.

    And anyways he said hes step 1/4...

  • Defrag
    • June 9, 2005 at 8:53 AM
    • #29

    Love the claws in the concept, really nice

  • silver
    • June 9, 2005 at 10:31 AM
    • #30

    both of his rear legs looks wierd... way too fat, nothing like mucles

  • DaanO
    • June 9, 2005 at 1:23 PM
    • #31

    Because it's step 1/4 big mistakes should be corrected right away. And i think the dog in the picture does look balanced. I think the main problem is that the dog now has a body and the legs look like they were put on later.

  • capone_adam
    • June 9, 2005 at 8:28 PM
    • #32

    As I said stage 1 is just blocking out. I have just about finished stage 2 which is adding the detail...but even at this stage things are still mirrored and unattached. Still...I'm not a confident modeller so any tips reguarding my geometry/topology would be appreaciated.

    Not sure if to either add some detail with a extra 1000-2000 so polys or just to use a high poly version I'm also working on as a normal map (I have had bad experiences with NM in the past). This model here has about 6100 tri.

    [Blocked Image: http://www.caponeart.com/del21.jpg]

  • DaanO
    • June 9, 2005 at 9:39 PM
    • #33

    Just make a high and low poly version and use the highpoly one to render those normalmaps. Personally i like the beat, but i really don't like how those legs are attached. It lost everything organic about it and has the feeling of a robot. What i liked about the drawings was the combination of both.

  • capone_adam
    • June 10, 2005 at 8:59 AM
    • #34

    Even in other forums people just don't understand the unattached thing...they will be attached soon and modelled INTO the center piece so it becomes organic like the concept. Them being unattached is just the way I like to work up the piece

  • DaanO
    • June 10, 2005 at 11:42 AM
    • #35

    I don't mean unattached in a technical way, but i was talking more about the basic shape, those legs just don't look like they could carry all the weight or something. Well, i'll wait for the next wip's then

  • capone_adam
    • June 10, 2005 at 8:56 PM
    • #36

    daan, I think I'm starting to see where you are coming from. I have attached legs, arms and head...seems wrong somehow, is this what you meant?

    any crits anyone, this is stage 3 nearly done and now I'm onto fixing it all up. Optimizing etc

    [Blocked Image: http://www.caponeart.com/del22.jpg]

  • von*ferret
    • June 10, 2005 at 9:03 PM
    • #37

    man normal map that shit. Get some awesome mapping of scratches and shit on the armor and really just deck it out so a simple diffuse map is all you need. Than you'd have a bad ass model.

  • capone_adam
    • June 10, 2005 at 9:53 PM
    • #38

    I don't quite understand what you mean, I don't have much experience with NM and was going to 'bake' the high onto the low?...is that what you meant or is there another way?, thanks

  • Zacker
    • June 10, 2005 at 10:11 PM
    • #39

    He just ment that there should be a lot of scratches and other details on the normal map, which would make it look great even with a weak diffuse map.

    "baking" the high poly version onto the low poly is one way of doing it. Things like scratches as ferret mentioned are probably among the things you could just as easy just PS onto the normalmap.

  • sensee
    • June 10, 2005 at 10:52 PM
    • #40

    For that model I strongly would recommend ZBrush. You can make a kickass highpoly model out of the lowpoly one and then make a normal map.

    That would really be great and ZBrush isn't that hard to learn

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