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Vic
12-09-2009, 02:17 PM
GUTS MAN re-design concept
will...it was kind late, hope i can make it

the reference and my work

parker
12-10-2009, 11:27 PM
good luck! 10 days left!

character concept looks solid.

Vic
12-13-2009, 09:16 PM
finished model
it's 6319 tris now, still might change the amount for some more wires or other small stuff

now i'm worry about how long will it take for UV mapping this guy....

Fingus
12-13-2009, 10:21 PM
Whoa! You're productive dude!

Looking awesome. I cut down the amount of tris on the spherical thing in the middle of his chest, it's really dense. And I don't think UVing will be too much of a problem because he's constructed mainly of primitives.

Good luck! This will look kickass if you finish it, loving the concept art.

spurn
12-13-2009, 11:48 PM
i think blinn1 is the bestest texture in the world...
GL the rest, looking forward to it

dabu
12-13-2009, 11:54 PM
other than optimizing geo, you can keep the count as low as you want, and of course only uv half of it...

keep going, good progress...

parker
12-15-2009, 02:26 PM
looking solid! i pretty much agree w\ what everyone's saying. i think some places are poly heavy and other places are very boxy.

Vic
12-22-2009, 12:09 AM
basic pose and basic color formate

(sigh) it's so hard for me to paint hardsurface UV map

now it totally looks like toy

Goldensly
12-22-2009, 12:15 AM
well vibrant colors and style definitely stay true to the robot masters of the megaman series. I'm sure once you get more shadowing and detail it will look less "toy" like if that's what you're aiming for :)

bmilos420
12-22-2009, 08:22 PM
The camera angle makes it a bit toyish, but not the model. By looking up at it with a low focal length in the camera, and having a bit of hardware fog as the top half gets further from the camera, it would seem bigger in a presentation shot. Also putting a person next to it, will immediately show scale, but I don't know how you'd present that....

Vic
12-27-2009, 12:52 AM
add more shadow and scrape
still need some more detail...

trying use different angle and add the size compare model (well, that's megaman in megaman 1)

hope it's less like a toy now.....

dabu
12-27-2009, 09:08 AM
add some grey edge wear and tear, to really give it a sense of scraped off paint...

Vic
01-04-2010, 05:58 PM
this might be the final
stuck in lazy holiday state for a while...

trying to build something new(in low poly), hope can catch up with the dead line.

spurn
01-08-2010, 12:04 AM
if you want to keep the textures at this stage, maybe try playing with custom shaders to get some different cool look... TF2-ish, just as an example, not as a suggested direction

parker
01-12-2010, 11:42 PM
this turned out pretty awesome. texture and character design has a animated feel to it, perfect for mega man.

a critique... the tone pass on the arms makes it look hard-edged rather than round cylinders.

Shon Mitchell
01-15-2010, 04:22 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.