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View Full Version : Sindre's undead horde.


Fingus
11-21-2009, 08:14 PM
So I'll start off doing a certain famous cowboy. Let's see if you can see who it is from the thumbnails.

Fingus
11-22-2009, 11:39 PM
So here's the Good. Now I will either draw his orhtos or start sketching the Ugly.

dabu
11-22-2009, 11:54 PM
wow, great concept!

bmilos420
11-23-2009, 12:33 PM
this is concept is sweet. I like the color palette, lots of burnt sienna

DrEvizan
11-24-2009, 04:01 PM
I think you can stretch certain proportions in order to make his silhouette more striking from a distance, but I'm liking it a lot.

Fingus
11-25-2009, 05:06 PM
Here's the orthos. Made his feet and hands bigger to give him a more clumsy and stumbling appearance, and I removed the open abdomen because that would cost too much to model.

Fingus
11-30-2009, 01:04 AM
Could've sworn that I posted my modeling progress last class... Beh, I'll have to do that tomorrow, I need ot go to bed pronto.

But before I do that here is a quick concept sketch I did of "The Ugly". I tried out two new custom brushes that were a lot of fun and ended up looking awesome. They're really simple, I can show you guys how if you wanna.

spurn
11-30-2009, 09:55 AM
it's Nixon in disguise!

cool idea, maybe try one where the head is drooping b/c of the noose.

are you going to do a bunch or just four for your creation? asking because if you're just doing 4, it'd be cool to have say 1 or 2 more bandits "brought to justice" and then a warden and/or sheriff

Scott_TallChair
11-30-2009, 01:20 PM
Hello,

Great concepts here! On the "Ugly" - can he have arms? I like the noose - it would be cool to go with more busted outlaws. One or two guys that got hanged, maybe one that died via firing squad (blindfolded, full of holes). Find some ways to get some variation on the hung guys - one with a droopy head, different costumes (could be largely texture swaps) - some modular parts that can be added and subtracted to get a few different looks, stuff like that.

Great line of concepting here - good work!

dabu
11-30-2009, 02:47 PM
yeah, post up your other ideas too, sindre...

Fingus
12-02-2009, 02:48 PM
Feel pretty done with the modeling, time to move on to UVing.

He's at 758 right now.

dabu
12-02-2009, 02:50 PM
awesome. feet look at tad pointy, add a little geo to soften them a bit.

DrEvizan
12-02-2009, 05:11 PM
I like this guys a lot. I assume your going to use you leftover geo to fix up the feet, so I'm not too worried there. I'd like to see some proportions stretched just a little more, but I'm not sure where or how. Maybe scaling up the brim of his hat a tad would help. Great job so far.

Fingus
12-06-2009, 05:49 PM
Done with the UV's, and blocked in the base colors. Of some reason occlusion baking just won't work out. I've deleted all the halves that are mirrored, kept the spread and max distance within reasonable limits and tried every logical variation of them. I always end up with big blocks of pixelated dark on his back and inside his poncho. I've attached the best result I could get.

Fingus
12-06-2009, 06:01 PM
Actually... I did a little first aid on that occlusion map. I guess this will do well enough as a base.

dabu
12-06-2009, 10:28 PM
ao passes always require doctoring. solid start, can't wait to see this finished...

Fingus
12-09-2009, 04:41 AM
I'm totally overworking this...

Anyways, got an idea for my next shambler. A dude in a gauntlet. Sketches will come.

bmilos420
12-09-2009, 08:50 AM
This turned out really good. The cloth reads from a very far distance..

spurn
12-09-2009, 10:35 AM
sindre you should dirty his clothes up too. make him look more like he rose from where he fell, they look too brand new, like he just went to the bandits' boutique. cool work though

Fingus
12-09-2009, 01:15 PM
Oh absolutely. He's still not done, and I like to take the grime and wear and tear on a seperate layer in the end of the texturing process.

dabu
12-09-2009, 01:35 PM
all good points, and watch your saturation levels as well...

Fingus
12-09-2009, 10:28 PM
Dabu pointed out that because the game is going to be on the iPhone my little buddy here will be tiny. Despite the texture being very finely rendered it didn't read good from long distances, especially because it was very low key. I was suggested to just repaint the entire thing but with rough fast strokes and much higher contrast. I also took the saturation waaaay down. Seems like my screen is calibrated wrong.

Anyways, here's todays result. I will add wear and tear later, and maybe some hue and detail variations.

The bottom right frame is the image scaled to the iPhone's resolution (320×480), and the one over it is scaled down to the size I estimate they will appear at on the screen.

Fingus
12-12-2009, 10:33 PM
Added blood, bulletholes and some wear and tear. I also swapped the colors around a bit for a second variation, I'll change up the grime and holes next.

SpiralFace
12-13-2009, 09:57 AM
I think the shadows came out a bit too extreme. Its kicking back into almost total black in almost every area that is shaded.

I think the shadow depth on the first pass on the model was perfect, with the face being the only part that was being a bit too extreme. The blood is good, but I think if you take the blood layer and apply it to your earlier model as well as some SUBTLE texture overlays you will have a great model. As it stands now, to me it looks a little too overworked.

Irregardless, you defiantly got skill. Great job!

Scott_TallChair
12-14-2009, 08:40 AM
This model has turned out great. I don't really have too much to add to the previous comment - I do agree that it seems like the dirt and grime may have slightly overwhelmed the model. It's important that we have the dirt and grime, but we aren't pushing it too far. I know it's a weird balance - on the one hand we want the dirt to read when the model is tiny, on the other we don't want the model to look dipped in mud.

Having said that, you have a nice piece here, great job of taking the style guide and really making it your own!

Fingus
12-16-2009, 02:53 AM
I played down the blood and wear a bit, added a pattern to the poncho, varied the details between the two versions and generally tightened up some parts here and there on the model and texture. I feel pretty done with this guy, and very pleased with the end result. I hope you are too!

Remember to click the popup for full rez.

edit: I got a question. Can I put this up on my blog and generally show it off to people on the internet, or do you want to keep it under wraps until the game launches?

LMP
12-16-2009, 12:29 PM
I believe you have to wait until the game launches.

spurn
12-16-2009, 02:52 PM
Read Me sticky says March 1st

Scott_TallChair
12-18-2009, 10:50 AM
hello - I'll also post this answer on the Questions thread.

We're asking that everyone in this contest wait to post anything until the game launches on the iTunes App Store. We're aiming for a mid-January submit, so that should put this out on the store sometime in February if there aren't any problems. However, to be safe we did put March 1 in the Read Me thread.

Winning entries will be getting full credit for their work in game, and I will distribute our logo and the copy that we would like to accompany the image in your portfolios to the winners.