View Full Version : civil war cavalry
at about 550 tris so far, proportions need tweaking, anyone want to paintover?
Figure it will be easy to tweak once modeled, I miss low poly, tris for all!
bmilos420
11-14-2009, 02:41 PM
I can paint over in a couple hours. I'll be done with 4 new "Fathers of America", what did you want to texture?
Ill probably just do some variants of the calvary...
796 tris, Ill probably do a fully modeled character for 1200, and then lose a limb here and there for the variants to get them each within budget. I imagine the 800 - 1000 tris limit applies to the calvary units as well, even though its actually 2 characters instead of 1...
guess its becomingmore of civil war calvary instead, cause I just had to model that little hat...
though could be tweaked easily into a number of different characters. Looking forward to seeing an art style model example, I have a feeling this is too realistic proportion wise.
at 1112 right now before losing limbs for the variants...
http://michcavalry.tripod.com/horses.jpg
http://www.us-cavalry-historical-club.de/US%20Cavalry%20klein2.jpg
bmilos420
11-15-2009, 02:43 PM
I wanted to post this before I go ahead with the others to make sure I'm on the right track. I tried to keep details to a minimum to give room for budget, but I want to make sure my level of detail is appropriate.
Proportions of the horse were altered a bit. I enlarged the head and shoulders, and shortened the legs.
Did they just want sabers, or can I use other weapons?
o man that is just too awesome.
he looks a bit like a Monkey, but I like it.
I think having exaggerated proportions works well, but I will need some tight orthos to model from.
I kinda like the idea of doing some headless versions, and footless versions. Also, one should be carrying a large american flag...
bmilos420
11-16-2009, 11:13 AM
Here are the black and white concepts. I can do front and side ortho that will serve as a template for all of them. The horse, and the torso of the rider never change, only limbs and heads are swapped out.
I'll do the orthos this week. I gotta finish my altar room first tho...
yup, must do the room first. These are fantastic. Ill wait to get a green light from Tall Chair before you do orthos, but looks like these will each fit in budget as well.
Scott_TallChair
11-16-2009, 06:30 PM
These guys are great!
Is there any way that we can get some of these guys on foot as well? So we'll have some on horseback, and some on foot.
Great concepts!
I think we can swing that...
bmilos420
11-17-2009, 09:34 PM
I can keep producing as many orthos as you need for this theme and the "Zombie Fathers of America" one as well...
cool, you are cleared for take off. Orthos away!
bmilos420
11-18-2009, 11:18 PM
This ortho template plus the color concept and the line up of the four guys should be enough to get you going. I suppose the characters could be on or off the horse.
Arms almost brush the ground, figure is a little over 4 heads tall on average. The horse has pony like proportions, since the game is more comical.
Let me know if you need more concept.
this should be enough for now, Ill show you the model on Friday...
got the base model done and uved, left some overlapping and some unique to allow for different limbs to be removed...
standing around 1109 tris, will easily fit in budget with certain limbs removed...
starting variants, the hands are the most expensive part...
DrEvizan
11-24-2009, 03:56 PM
These are looking awesome. Very frugal with the polys - extra nice topography going on here. Can't wait to see your paintjob.
thanks doug. Don't pull any punches with the critiques, I need your honest assessment.
I was able to optimize this guy down, and plan on doing all my variants with a single texture. We'll see if that works out.
1084 with all limbs, starting painting next. Will do variants after initial paintjob is complete...
base colors are downish.
should be fun quick painting to finish him up...
texture progress.
using render clouds and textured brushes seems the way to go. if you feel so inclined, posting up your psd would help us mimic your painting technique, doug...
has to be a .zip of less than 2 megs....
Scott_TallChair
11-30-2009, 02:13 PM
This one is looking good so far.
We might want to check the elbows of the soldier and the knees of the horse to see how they deform when bent - I see two edge loops in those locations and I'm used to seeing three there. As mentioned in another thread, it could be totally fine, and at any rate it's not a big deal to add an edge loop if needed later on in the process. Just something to mention as part of the learning process with this project.
I would like to point something out that is very cool about this model - I like how the edge loops in the soldiers legs conform to the edge loops on the sides of the horse - this ensures that they will deform well when the horse is moving around, and is a great way to point out that sometimes you can break away from rules regarding edge loops if you know the animations either wont be necessary, wont be seen, or will accommodate the differentiation that is being put forward. In this case, the soldier will not be walking around so he doesn't need to have the extra edge loops in his knee.
Nice one - I'm looking forward to seeing how the texture will look when it's farther along.
texture is going slooooow
but progress.
finally an update. I rebuilt my psd so I could paint faster. All colors easily tweakable now.
I did variants on the head, but I kinda like it all skull, way more striking.
Will do variants next, not sure if Im digging the one hoof as bone...
spurn
12-08-2009, 04:49 PM
maybe try making the bone yellow/brownish, so it doesn't pop out as much.
that makes sense. Got my variant action on, though still not feeling the faces on these guys, or the rib action on the horse body. Almost prefer it plain, but that might be too plain... Open to suggestions/
josephine.auda
12-08-2009, 09:21 PM
dabu, I really like the design. However, the horse could use more of work. I think the choose of color is fine, just that the shading could be added. Just the range of light and dark on some area.
spurn
12-08-2009, 09:37 PM
ooo another rib variant can just be really emaciated, indentations where the ribs are, then black lines along 3 or 4, in reducing length
Dawson_John
12-09-2009, 12:01 AM
I like the direction it's going, but I'd definately say add more shading to the horse. Right now it kinda feels like a stuffed horse. Definately could use some sickly bone potrusions (shading wise)
theXyronDilemma
12-17-2009, 04:52 PM
Dabu asked me to redo the texturing on his cavalry so I've done some minor changes to the geometry and redid all of the UVs. And here's my texture work so far...
theXyronDilemma
12-17-2009, 06:00 PM
Here's a quick update before I leave the computer lab...
Scott_TallChair
12-18-2009, 10:42 AM
These are really starting to get there.
I would increase the intensity of the color variations in the horse, particularly the shadows that define the muscle definitions. I would also increase the thickness of the black line strokes throughout.
Looking good!
theXyronDilemma
12-18-2009, 04:51 PM
Another update... The one on the right is exactly 1000 tris and the one on the left is 941. And I've also posted the assembly line for these guys.
theXyronDilemma
12-18-2009, 06:15 PM
Yet another update.