View Full Version : Caleb's Gutzman
ngawhat
12-29-2009, 12:47 PM
references
ngawhat
12-29-2009, 12:50 PM
heres a 3d sketch using modo. wanted to put the references together and get an idea of the shapes put together before modeling.
good proportions, nice start. git ta modeling...
ngawhat
12-29-2009, 04:47 PM
Modeling tommorrow the only thing imma change I think are his feet. I'm thinkn the robocop boss from the first one. But I'll just be modeling those not 3d sketching them
spurn
12-29-2009, 07:23 PM
head seems a bit big, unless you're going for more of the Blizzard n00bz look. i like the start though
rburke
12-30-2009, 02:15 PM
i keep thinking big daddy when i see this, it works but i think try to keep it more towards the first concept otherwise it might end up looking straight out of rapture.
parker
01-03-2010, 06:07 PM
3d sketching in modo!? i'm always hearing about a cool new feature that modo has. gotta' learn that program sometime!
ngawhat
01-05-2010, 03:53 AM
9600 poly count liked spurns idea made head smaller i think it works better
looking pretty tits. you can optimize the pinch point on the shoulder pad a bit...
Modeling in modo is definitely next on my list of to-do's fo sho...
The legs are great; i like the way it's built up. I think the hands could use a bit of that weight on em too, since he's a very appendage heavy kinda robot. Looks sick so far.
ngawhat
01-07-2010, 02:37 PM
uvs again made even easier with modo. Select and edge loop for seams you want then press unwrap and with a little finness wahla! nice unwrap. the only thing that takes times is tetris-ing these freaking pieces together. and yes josh i will makes hands larger dually noted.
if youre not doing a normal map on this guy, I see lots of places you can overlap uvs... nice start. checkers?
ngawhat
01-07-2010, 11:03 PM
yes i am planning to do a normal map. checkers at your request
spurn
01-08-2010, 12:05 AM
go go textures!
parker
01-12-2010, 11:43 PM
solid model and uv unwrap. looking forward to the textures. will you also being using modo for the texturing?
ngawhat
01-15-2010, 04:10 AM
need normal and spec texture 90% done. planning on long work day tommorrow. i think imma clean up the diffuse in photoshop bring down the sat. a little. kinda going for that old tanker rust look.
James
01-15-2010, 01:21 PM
I think the big problem with the textures are the yellow parts. Bringing down that saturation and adding a tiny bit more orange into the yellow will make it blend but still pop.
Also try making that headlamp look a bit more bubbled where the red is. I'm assuming there is some sort of lens over the light so if you put some highlights in there and shadows around the edges it would make it appear very convexed. Hope that helps!
ngawhat
01-15-2010, 01:23 PM
toned down and a little desaturation. Painted in an Ao with highlights
parker
01-15-2010, 01:27 PM
tight hand paint of all the panel seams and such. latest pass looking much better.
ngawhat
01-15-2010, 03:54 PM
added orange to yellow and slight spec with slight normal. bout to do last min. pose
Shon Mitchell
01-15-2010, 04:16 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.
spurn
01-16-2010, 12:00 PM
don't really feel like the face works. it doesn't really stand out / the skull theme doesn't fit the rest of your design. if it was an overall theme of a death-metal type gutsman i think it could work but that would require a lot more decals / different color theme
also, can you turn off the wireframe layer on your texture before you put it up? looks like it's making it into your screen shots