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  3. capone_adam

Posts by capone_adam

  • game character - Convor

    • capone_adam
    • March 27, 2005 at 2:47 AM

    Thanks for honest crit Fabi, I need to get moving onto the body though. Spent more endless hours trying to sort it out, I actually think getting the ear in helped me a bit. I actually think is now...ok...personally I think that I'm not going to learn how to model a great head by tweaking one head model to death...probably have to do a few more of different shapes and sizes etc. The important thing is that this is better than my last attempt.

    Really need to finish the body tommorrow -_____-

    [Blocked Image: http://www.caponeart.com/delete_head1.jpg]

    edit: actually...may spend a little more time on it...looking at yor drawing I think it could benifit from having 2 extra verticle lines on the forhead to round the top of the head more...

    by the way...the whole head is looking to be 1400 tri

  • game character - Convor

    • capone_adam
    • March 26, 2005 at 10:29 AM

    Thanks, think I understand what you mean.

    update, showing reference...not that I'm aiming to make it like the reference, its just something to go by...

    [Blocked Image: http://www.caponeart.com/delete3.jpg]

  • game character - Convor

    • capone_adam
    • March 25, 2005 at 9:43 PM

    Had a session trying to fix this up, think it sort of backfired though?...

    anyone know where I can download a head file to look at properly?, I think its mainly the jaw bone which confuses me...

    [Blocked Image: http://www.caponeart.com/delete2.jpg]

  • game character - Convor

    • capone_adam
    • March 16, 2005 at 6:47 PM

    Ok, thanks...along with other replies from forums I think I will have another go soon.

    I don't want to show the concept until I'm fully confident it will be made, otherwise someone else could try it...and suceed

  • game character - Convor

    • capone_adam
    • March 16, 2005 at 6:47 AM

    Modeling another character for my project, which is pretty insane given the amount of work I have and so little time. So I may ditch this if it goes nowhere. Which would be a shame as the concept is brilliant...

    So, I'm trying to model a head...in a quite stylized manner but as always I have trouble doing the back of the head, neck and jawline. This is my 5th head model so you'd think I would of sussed it by now but no...

    I know the topology isn't perfect but is it near acceptable?, for a game character (not too strict about limits...aiming for between 3-5000)?

    Be harsh if needed, I never get offended.

    [Blocked Image: http://www.caponeart.com/delete20.jpg]

  • Nearly finished my BIG final year project!...

    • capone_adam
    • March 13, 2005 at 1:03 PM

    Thanks again for comments,

    How did I build the environments?, just box modeling or is that not what you mean?. As you can probably tell I only had time to work on one piece of environment and that was the carousel. The others were built very fast and had to use little tricks like lighting to get the absolute most out of them.

    Heres a single shot I am currently working on which I am putting into a sort of competition for Animex festival. I think its a bit too dark and gloomy for them but it does make for a nice poster. Wouldn't mind getting it blown up as a sort of souviner...on the other hand I never want to see a carousel again.

    [Blocked Image: http://www.caponeart.com/FYP16.jpg]

  • Nearly finished my BIG final year project!...

    • capone_adam
    • March 12, 2005 at 2:30 AM

    Thanks,

    I am aiming to build a collection of clips and edit them in the form of a trailer. The aim of the trailer isn't to say its a great game idea or anything but just a good way of having a reason to bunch a load of random clips together which show various aspects of my work. One major project goal was that by the end I would have characters with renders, wires and animations to show.

  • Nearly finished my BIG final year project!...

    • capone_adam
    • March 11, 2005 at 11:26 PM

    First of all, nice to see this place back up. Not sure if anyone remembers my work but here the the finished results...

    [Blocked Image: http://www.caponeart.com/seed01.jpg]

    [Blocked Image: http://www.caponeart.com/malvon01.jpg]

    [Blocked Image: http://www.caponeart.com/malvon03.jpg]

    [Blocked Image: http://www.caponeart.com/doll01.jpg]

    [Blocked Image: http://www.caponeart.com/bunny01.jpg]

    [Blocked Image: http://www.caponeart.com/acteon01.jpg]

    [Blocked Image: http://www.caponeart.com/carousel01.jpg]

    I then really played with lights...

    [Blocked Image: http://www.caponeart.com/FYP8.jpg]

    and am now making various simple scenes for my characters to come to life.


    [Blocked Image: http://www.caponeart.com/FYP9.jpg]

    [Blocked Image: http://www.caponeart.com/FYP10.jpg]

    [Blocked Image: http://www.caponeart.com/FYP11.jpg]

    [Blocked Image: http://www.caponeart.com/FYP12.jpg]

    [Blocked Image: http://www.caponeart.com/FYP13.jpg]

    [Blocked Image: http://www.caponeart.com/FYP14.jpg]

    3 weeks left...

  • Doll

    • capone_adam
    • January 30, 2005 at 4:56 PM

    Thanks for support and crits,

    Is 1000 really high for a head?, 4000+ poly characters are not so rare anymore and I'm pretty sure over 1000 for the head isn't so bad since thats a crucial part of the model. Saying that, looking at this wireframe there is probably quite a few I can cut down on. The problem with this character is that it is primary intended for a high poly animation and I thought I would just adapt it into low poly character for my portfolio. Also extra polys are there because this doll is in 3 pieces (not including the hair) which are body, head and mouth.

    [Blocked Image: http://www.caponeart.com/FYP6.jpg]

  • Doll

    • capone_adam
    • January 30, 2005 at 7:34 AM

    I hope to show wireframes when I have time but for now here is the final piece and texturemap. Head is just over 1000 tri (not counting hair) and body is 942.

    [Blocked Image: http://www.caponeart.com/FYP4.jpg]

    [Blocked Image: http://www.caponeart.com/FYP5.jpg]

  • bunny-dummy (character model)

    • capone_adam
    • January 18, 2005 at 5:08 AM

    Doh, spent more time on this and am now behind schedule but I felt it needed it. I much prefer it now.

    [Blocked Image: http://www.caponeart.com/FYP3.jpg]

  • bunny-dummy (character model)

    • capone_adam
    • January 17, 2005 at 5:59 AM

    Yeah, if I did this again I would get rid of the feet and hands...dammit...

    Not that chuffed with this at all...thats what you get when you illustrate, design and model the concept in one day...

    When texturing it, I started to make it more sinister...

    [Blocked Image: http://www.caponeart.com/FYP2.jpg]

  • Seed9 (character model)

    • capone_adam
    • January 17, 2005 at 2:13 AM

    Thanks for all feedback,

    I'm glad someone caught onto him looking like a wimp as that is a big part of his personality. Which is why the heads round, cute and simple...as for creating the head by merging it into the bark that would of probbaly ending up being more sinister...its also the method thats used for every single tree character I have ever seen, really wanted to try something different.

    As for adding antennas etc, I would of loved to do a stalk and one or two leaves from that. There is quite a few things which could be added such as graffiti on the tree or a sign post saying "Keep off the grass" or something. Sadly I'm racing against the clock until May so its unlikey to happen.

  • Seed9 (character model)

    • capone_adam
    • January 16, 2005 at 10:39 PM

    Added more on the bump map...

    [Blocked Image: http://www.caponeart.com/delete21.jpg]

  • Seed9 (character model)

    • capone_adam
    • January 16, 2005 at 7:14 PM

    Just about finished it then, let us know your thoughts.

    [Blocked Image: http://www.caponeart.com/FYP1.jpg]

  • bunny-dummy (character model)

    • capone_adam
    • January 15, 2005 at 7:27 AM

    Had to do all this in under a day, so my concept was quite rushed and found I needed to change quite a bit when it came to the modeling. Its a creature in a bunny costume, there are alot of these characters who are a sort of henchmen type sort. They have swords in their chests which they can pull out for attack and stick into to hold.

    2020 tri

    [Blocked Image: http://www.caponeart.com/delete18.jpg]

    [Blocked Image: http://www.caponeart.com/delete17.jpg]

  • Seed9 (character model)

    • capone_adam
    • January 14, 2005 at 1:12 AM

    Thought I would post a WIP on the texture job, to allow around a few hours for feedback on it.

    I'm having to ditch normal mapping, at least until I get some more help. Will probably use bump map when texture is done. At first I used photos for the bark but it just didn't look right so I hand painted from scratch, I can't help but feel its all a bit cloudy, like it needs to be more defining? It feels like I'm losing alot of the form and shape of the model...

    anyway, let us know what you think, thanks

    [Blocked Image: http://www.caponeart.com/delete16.jpg]

    Oh, by the way...here is a close up of the head (before I made the nose 6-sides)...allthough its too late now as you can't really edit your mesh after texturing it, at least thats what I think.

    [Blocked Image: http://www.caponeart.com/delete13.jpg]

  • Seed9 (character model)

    • capone_adam
    • January 10, 2005 at 3:23 PM

    No idea why but this thread went missing...

    Latest character model, Planning on duplicating the tree parts and do some normal mapping with em. 2950 Tri so far. Crit me do.

    Thanks for viewing,

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

    [Blocked Image: http://www.caponeart.com/delete12.jpg]

    here is his shield...normal mapped,very subtle...not really got the hang of it as its my first attempt. Original shield was just under 4000 tri, this one is under 300.

    [Blocked Image: http://www.caponeart.com/delete14.jpg]

  • Insane asylum texture set

    • capone_adam
    • January 6, 2005 at 3:45 AM

    The best videogame bucket of all time.

  • Malvon LP character

    • capone_adam
    • December 13, 2004 at 5:11 PM

    Ok, layed out the textures...will spend a few hours tonight adding more detail and cleaning it up a bit. Let us know your thoughts...

    btw, that bloody hand... :x ...most sinister uv wrapping involved with that...took me over FOUR HOURS to unwrap just the hand...and that was just to a ok standard...

    Texture mapping includes spec map, colour spec and illumination...I found that these sort of make the eye appear less flat which is ok, so I might just keep it as it is.

    [Blocked Image: http://www.caponeart.com/delete17.jpg]

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