View Full Version : Ryan Burkes WIP thread
rburke
09-28-2009, 04:27 PM
okay so here is the first stage of my concepts for this contest, i did one concept for each of the robot masters, My drawing skills are shite, but im at least working out some ideas. After this ill choose one and then develop it further until i have something worth modeling.
rburke
09-28-2009, 04:27 PM
second set of 3
spurn
09-28-2009, 05:45 PM
cutman and elecman read the best so far, imo.
posting some silhouettes would rock too...
rburke
09-28-2009, 09:25 PM
yeah good idea ill try to do some later this week, silos are easy and fun.
graduisc
10-01-2009, 02:18 PM
cool drawinz. they arent half bad! i guess what would help is incorporating some stuff from the original, so it has a little bit of familiarity. It worked for cutman and fireman however sometimes the key element isnt always so obvious. Maybe with gutsman you can play with the proportions?
James
10-05-2009, 12:34 PM
cutman head scissors need to be WAY bigger :D
Espiownage
10-18-2009, 03:09 PM
I'm liking your Cutman and Fireman the most, the rest look good but I think that those guys would need a few upgrades.
rburke
01-05-2010, 09:51 AM
okay started this cutman around christmas i think, im not sure been busy but ive managed to get pretty far. The head and hand are 90% done should finish those up today, then i need to add a few secondary details, oh and of course make the chainsaw more bad ass, might change the upper arm too i dont like it now, it was one of the first things i modeled. As soon as i finish that ill do a quick retopo, then uv etc etc. Should be able to get this done by the 15th ive been on track so far, and i dont expect any major setbacks. any feedback is welcome and needed, i wont be able to make design changes much longer.
ngawhat
01-05-2010, 10:40 AM
way sick love the legs and body. i think the arms need more work or at least the chainsaw area. I think it would be cool if you did something like "Madworld's" Jack Cayman and his chain saw hand
rburke
01-05-2010, 10:44 AM
oh thats sortof a cool idea. Might cut into my budget a bit having that extra hand though. Ill have run the numbers though, as that is pretty cool.
"cut" into your budget?
seriously
the chainsaw is a sore point in the design, really liking the rest though. get that weapon to match and look badass. it doesn't match at all right now...
rburke
01-05-2010, 03:09 PM
yeah actually changed all that, ill post more sceens of the head and hand later.
Id play with the blade shape some more, still feels too much like a traditional chain saw blade...
I like the new chainsaw a lot better. It could use some bite tho, maybe some super pronounced teeth is what it needs to pop. I know you intended to do that before.
Also I still say the proportions of certain sections could be exaggerated... not even as a stylistic approach, but just to the point that the variation would do a lot for the model. The pelvis specifically should be a center of mass, something bigger and more focal than what's there now. Apart from that the details are weighting pretty well against the larger solid body pieces as a whole.
And in case you didn't hear me the first time, your hard surface and even structural design of the robot is focused and on point. Very solid, bro.
rburke
01-06-2010, 07:55 AM
there wont be teeth in the high poly model i should have mentioned that. That is something ill take care of with an alpha, that way i can animate the uvs of it and make the chainsaw come to life easily.
Yeah ive messed with scaling the pelvis and have not been getting good results. I see where your coming from with that but any attempts to scale it up or give it more mass have left it either too large, or intersecting with other forms. I think once i get the wires in it should feel a bit more massive. i can maybe spend a day or 2 modeling at most so ill try to implement what changes i can quickly.
Cut Man was originally designed for land reclamation work; particularly deforestation.[12] His battle abilities center around his advanced jumping abilities and the pair of boomerang-like shears on his head.[13] As revealed in Mega Man: Powered Up, he is easily fooled, and can turn his scissors into a more shuriken-like weapon. Cut Man also made a prominent cameo in the Captain N: The Game Master episode "Mega Trouble for Megaland", he appears in the Mega Man cartoon, and he has a cameo appearance in the Sega Saturn version of Mega Man 8.
spurn
01-08-2010, 12:02 AM
you should definitely try modeling the chainsaw teeth in and optimize somewhere else
rburke
01-08-2010, 08:13 AM
you misunderstand i think. I will model the teeth, but i will only model 1 tooth then use it to create a small alpha which ill duplicate along a path to form the chainsaw. i dont think there is any more optimal way to do it, and still have decent looking teeth. i might also then path duplicate the high poly teeth too but just for presentation. ill see how much i can get this optimized as long as its under 10k tri im okay, its just now its more like 1.6 mil lol
parker
01-12-2010, 11:45 PM
looks really awesome and detailed. love the concept and design overall.
1.6 million tris is just a tad bit over the budget. lol. =)
rburke
01-13-2010, 08:36 AM
looks really awesome and detailed. love the concept and design overall.
1.6 million tris is just a tad bit over the budget. lol. =)
yeah but i retopologized it so now its more like 9k tris that high poly is for making normal maps etc.
Shon Mitchell
01-15-2010, 04:20 PM
Final Reminder!!! Character sheet needs to be posted in the Final Submission Thread by the end of today in order to be eligible. Specs for final submission on in the first post.
rburke
01-15-2010, 06:03 PM
current status, more to come, not much time left.
rburke
01-15-2010, 11:56 PM
well im happy with what i was able to get done i started pretty late, some time around christmas, i only got 1 day into textures so i knw i could have done that better. im going to go back and polish it for my folio. Great contest guys, good work all around.
So when is robot masters 2
spurn
01-16-2010, 11:53 AM
pretty solid ryan nice job on keeping the slim design too, i like how it also can fit the cutman persona
rburke
01-16-2010, 12:00 PM
thanks man.
im going to post up some more work on it and a turntable and pedestal, i did not really get finished with it, but its due when its due lol. Oh yeah also ive been messing with it with my toon/sketch shader and its pretty awesome ill get that up too.
rburke
01-19-2010, 11:00 AM
so ive been messing with my toon/sketch shader a bit and here is some of ht effects i can get with my regular textures. Im sure if i wanted to paint some textures specifically for the toon shader i could get some nicer results but these are interesting still. The part i like most is that im deriving the lines from the info provided by the normal map anyways it was fun to play with, im working on a pedestal for this thing then ill do a turntable in marmoset, so i can put this in my folio.
A_GAME
01-19-2010, 12:36 PM
Oh my gosh. #4 looks so effing sick.
rburke
01-19-2010, 12:43 PM
thank you that one has diffuse and specular posterization, you control the number of steps with a slider. then it has rimlighting with falloff, and the outline.
graduisc
01-20-2010, 08:33 PM
craaazy im digging #4 too!
parker
01-22-2010, 06:12 AM
awesome job on your character (modeling, texturing, concept).
i personally love the cel shading style. have to play w\ maya's toon shader sometime.
rburke
01-22-2010, 07:07 AM
awesome job on your character (modeling, texturing, concept).
i personally love the cel shading style. have to play w\ maya's toon shader sometime.
youd prob have fun, but thats not mayas cell shader its a realtime cgfx shader i wrote over the summer, its still a wip though there is many features i want to add and some bugs i want to fix before i release it.
spurn
01-22-2010, 09:58 PM
ryan props to you for writing your own shader, and that's really cool to hear you're using the normal information to derive from. i'm wondering if you're going to be working on the black lines being smoother at all?