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created WIP dandy lad
on 12-01-2004 01:42 PM
Started a Pirate model awhile back, just got around to working on it again, somehow I don't think a pegleg suits him. but I will see how the flow goes after I finish up the head.

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, vertex,
42 Posts,
Join Date Dec 2004,
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created Re: WIP dandy lad
on 12-01-2004 01:58 PM
Well he's looking mighty foppish, though the peg leg sort throws off his character, make it look very ornate or have jewels in it, then yes, I could see him wearing it.
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, card carrying polycounter,
2,164 Posts,
Join Date Oct 2004,
Location Philadelphia, Pennsylvania
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created Re: WIP dandy lad
on 12-01-2004 02:26 PM
He's looking very small. like an 10 year old. His arms are a tad long. what's the intended poly count,and for what application?
Scott
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, polycounter,
1,099 Posts,
Join Date Oct 2004,
Location Los Angeles, California
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created Re: WIP dandy lad
on 12-01-2004 02:46 PM
Intended poly count is 4700, use is for a HL2 modification player model. edit* Shortened arms a taaad and modeled a low poly musketoon pistol intender for 3rd person view(just about to take away peg leg). Can anyone guide me to a helpful tutorial on skinning models(preferably one with alpha mapping as well *the hammer and pin on the 3rd person musketoon is ment for a 2d alpha map*), I have been modeling for a while, I just never really looked into skinning. Thanks for crit and comments. [img]/images/graemlins/crazy.gif[/img]
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, vertex,
42 Posts,
Join Date Dec 2004,
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created Re: WIP dandy lad
on 12-02-2004 12:03 AM

A little better in terms of, he is not so thin and his peg leg is gone. any constructive crit is welcome or comments, its ment for a non realistic Silly-ish modification.
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, vertex,
42 Posts,
Join Date Dec 2004,
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created Re: WIP dandy lad
on 12-02-2004 03:37 AM
put the peg leg back .... it was nice ... just make it thicker and longer....
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, polycounter,
794 Posts,
Join Date Oct 2004,
Location UK / Scotland
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created Re: WIP dandy lad
on 12-04-2004 02:36 AM
New update, and with better hair! fixed up strangeness in face, although his hair line is still receeded.
Maybe to add imphasis on him being cartoony, I should enlarge his boots to cartoon proportion? any ideas? even though his hips still make him look cartoony. and yes, you may compare him to the quaker oats man [img]/images/graemlins/confused.gif[/img]
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, vertex,
42 Posts,
Join Date Dec 2004,
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created Re: WIP dandy lad
on 12-04-2004 03:50 AM
not the boots, but the boot flaps. at the top of the boots, make those come out, and insanely big :P
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, veteran polycounter,
4,289 Posts,
Join Date Nov 2004,
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created Re: WIP dandy lad
on 12-05-2004 01:07 AM
 just a more upclose one, does anyone know any good tutorials on doing bones? I have no clue how to to rig him, although while I was modeling, I did make sure that he would not deform or at least tried, I won't know until the rig [img]/images/graemlins/blush.gif[/img]
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, vertex,
42 Posts,
Join Date Dec 2004,
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created Re: WIP dandy lad
on 12-05-2004 10:22 PM
Now that I have finished modeling my Fancy Lad player model, I am starting on a Nordic Brawler, just started the head tonight, not sure what type of hair to give him? Helmut? pony tail? bald with braids coming off side burns and beard?
[img]/images/graemlins/crazy.gif[/img]
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, vertex,
42 Posts,
Join Date Dec 2004,
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