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created Akira Kazama - Rival Schools WIP
on 07-15-2009 06:52 PM
So, when I was going to school there was a strong emphasis on us creating unique intellectual property in everything we were doing. Now that I've graduated and gotten my diploma and hidden it away so that they can't take it back it seems like a good time to do my first major piece of fan-art in 3d.
So, a while back it seemed like everybody was doing Street Fighter stuff. So instead of that I chose to focus on a lesser known but still badass Capcom fighter known as Rival Schools. While I'm at it why not choose one of the most badass character designs in the game.
So here's what I've blocked out so far.
Crits and comments are as always welcome.
:::---Edit---:::
This is where the latest image goes now that this thread is multiple pages long. I'll think of something more witty to write here later.

Last edited by MattQ86; 09-09-2009 at 04:37 PM..
Reason: This tiny darker gray is harder to read isn't it?
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, dedicated polycounter,
1,357 Posts,
Join Date Apr 2009,
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Yes. I loved Rival Schools. It is really unknown, which is sad because of how much fun it is. Good luck with this man, it's sure to be awesome.
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, triangle,
444 Posts,
Join Date Aug 2007,
Location Pennsylvania
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Ok, here's a quick update. I'm going to do the hands separately by building them out of Zspheres because the last time I tried to make a Zsphere hand I ran into some trouble and I'd like to get that under control.
Also, new avatar.

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, dedicated polycounter,
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Join Date Apr 2009,
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Yeah, Rival Schools was an awesome game, keep it up.
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, polycounter,
977 Posts,
Join Date Nov 2007,
Location Portsmouth, UK
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that concept made me say, "badass"
draw without greed
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Man, I was hoping to get this done sooner but the whole zsphere hand thing kinda turned into a hand study for a few days. Ultimately I just decided that good old box modeling would do the job since the gloves are so angular anyway.
Also I got distracted for a couple days. On an unrelated note they've started showing Spaced over at Hulu.
Anyway, this glove comes in at 860 tris and the whole body is at 6390 now.

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, dedicated polycounter,
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Join Date Apr 2009,
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Ok, so I've been spending the past few days detailing out the accessories, and generally avoiding working on the head. The tri-count is nearly at 10k now but I figure that since this is a character from a fighting game 15k and under would be reasonable.

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, dedicated polycounter,
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Join Date Apr 2009,
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So, I've been working on the head in my free time and I feel like I've really learned some things about some things.
- Anime characters are hard to sculpt properly in 3d since their eyes look weird if you do it wrong.
- Same for the hair.
- You can legally own a flamethrower in most parts of the United States.

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, dedicated polycounter,
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Join Date Apr 2009,
, dedicated polycounter,
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, dedicated polycounter,
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i know its just a t pose or whatever, but from the side, looks off balance... no one stands on their heels directly. think its cause the upper body is leaning back. stomach is forward. sorry, thats the only thing that really caught my eye to comment on. besides that, lookin good. lookin forward to the updates to come
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, card carrying polycounter,
2,452 Posts,
Join Date Apr 2009,
Location Toronto, Ontario
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Thanks for the comments everybody. I love me some support and criticism.
@ Slipsius: So, would you say I should lean the upper body a bit more forward then?
Edit: Upon going back into side-view and checking the wireframe she was leaning back a bit much. I straightened it up. Thanks for the advice.
Last edited by MattQ86; 08-11-2009 at 09:49 PM..
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, dedicated polycounter,
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Join Date Apr 2009,
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Gotta love the classics eh? The model is looking good though the face looks creepy. By the way, is that avatar from Mutant League Football?
One thought opens a thousand eyes, one sun brings a thousand dawns...
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, vertex,
49 Posts,
Join Date Aug 2009,
Location Puerto Rico
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Yeah it is, just with the color pallet matched to Polycount's green and black.
As for the face I plan on re-working it now that I've decided to go for a more realistic look instead of something like the style found in Street Fighter 4.
Speaking of re-working I'm thinking of making the knee more like this:

Seems to me it would deform more naturally than any other double or tripple-into-double edgeloop setup I've ever seen. Thoughts?
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, dedicated polycounter,
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, dedicated polycounter,
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You know what's interesting and totally not boring or mundane? Pads. Knee-pads, legpads, elbowpads. Nothing starts a good party conversation or breaks the ice on a date like talking about pads.

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, dedicated polycounter,
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Join Date Apr 2009,
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what about...*looks around very shady*... maxi pads...
I loved playing as Akira in RS. But, I always played her without the gear on, just the helmet and shirt. Good times.
As for your progress, i'd say it coming along swimmingly.
The boot seems askew. It looks as if her heel is really high and her ankle as gone AFK.
http://www.ncgee.com/ProductImages/1...1122940055.jpg
See how that boot follows a great curve from leg to heel. I think you should try that with your boot. It needs moar heel.
This makes me want to model a Tiffany... maybe. maybe.
they don't sleep anymore on the beach
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, spline,
189 Posts,
Join Date Feb 2006,
Location Gilbert, AZ
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Yeah, that boot needs major fixing. Either go look at anatomy drawings or pictures of boots, they should give you a good idea of what needs changing. Also, the curve on the helmet you posted before seems broken up into two parts. It curves smoothly to a oint then veers sharply back. Try to work that out to a continuous arc.
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Thanks for the crits. I guess the heel comes from having this:
as the only clear reference for the boot anywhere on the internet. So I lowered and flattened the heel as seen here:
The helmet has been re-worked at least once since I posted those first few images of it. The Zbrush polypaint above is just to get the skull painted out. I'm going to use a beveled and subdivided version of the helmet for normals rather than trust my ability to accurately smooth things in Zbrush.

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, dedicated polycounter,
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Quote:
Originally Posted by d00kie
This makes me want to model a Tiffany... maybe. maybe.
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Do it. I'd love to see how you get around the issue of that outfit not making sense in so many ways.
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, dedicated polycounter,
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LOL
Tiffany's outift is all about the armor class!
they don't sleep anymore on the beach
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, spline,
189 Posts,
Join Date Feb 2006,
Location Gilbert, AZ
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" Do what you can, with what you have, where you are...preferably while wearing some kickass spiked shoulder pads with skulls painted on them." - Theodore Roosevelt

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, dedicated polycounter,
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she seems dreadfully thin/flat in the torso region and thigh. I'd beef her up some.
I know she's not showing her bewbs and she has on the biker armor, but you could give some indication that she's in fact, female. In the concept, they use the hips and waist to hint that there's a badass chica under there.
Push out those hips and give her a slghtly wider bust/smaller waist. She also needs some sign of a badonk.
I think that'll do the trick.
they don't sleep anymore on the beach
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, spline,
189 Posts,
Join Date Feb 2006,
Location Gilbert, AZ
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Agreed, she needs a little touch of femininity.
Also how you have built the crotch is like a bent tube :/, give that some loving. Also there are none of the actual hip forms. If you give us a bigger view of the model as it is now i will happily give a paintover  .
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, dedicated polycounter,
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The tube-crotch probably comes from the body originally being blocked out with Zspheres.
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, dedicated polycounter,
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