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created WIP Anubis Armor Suit
on 09-11-2009 06:16 AM
This is a project for a character modeling class. It's inspired by Stargate; I wondered what the Anubis guards would look like with full suits of armor instead of just heads. It's about 6200 tris right now, though I'm not done optimizing, so I'm aiming for 6000. I'm going to import it into Zbrush to add all of the details and texture.
I'd love some feedback on the concept and the model so far. And maybe some suggestions for texture too! Thanks!
 
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, null,
12 Posts,
Join Date Sep 2009,
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Anubis = autowin.
legs seam strange to me. like the lower portion is too long. It looks like he would fall backwards, like most of his weight is back, not directly over his feat. I would focus on the proportions here.
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, polygon,
615 Posts,
Join Date Jan 2007,
Location Oklahoma, USA
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Agreed. Just pull the feet back a little. You have come a long way since your first character in the class.  What all do you plan on normal mapping into your character?
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, null,
21 Posts,
Join Date Sep 2009,
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you really need to work on your texture skills. j/k lol, but seriously, its hard to tell what's going on with the armor, like what is armor and what is not armor. Do you have any concept art?
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, polygon,
512 Posts,
Join Date Jun 2009,
Location San Diego
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nice "hands" btw
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, null,
21 Posts,
Join Date Sep 2009,
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I shivered when I saw anubis.. anyone remember Belias' anubis  ?
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, dedicated polycounter,
1,440 Posts,
Join Date Jul 2009,
Location Scotland
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LoM Chaos... "I lol'd all the way to page 4" definitely remember it!!
anyway looks promising gilbree goodluck!
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, vertex,
49 Posts,
Join Date Aug 2009,
Location Kopervik, Norway
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Haha, yeah.
Yeah Op's post looks promising!
: D
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, dedicated polycounter,
1,440 Posts,
Join Date Jul 2009,
Location Scotland
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you can get inspired by those legs .

forget his legs wires , i'm talking about the shape .
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, triangle,
377 Posts,
Join Date Mar 2009,
Location Jordan
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He actually showed up....
Now this is going to be funny.
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, dedicated polycounter,
1,440 Posts,
Join Date Jul 2009,
Location Scotland
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Wow! Thanks for the feedback! The legs are kinda odd now, but there are supposed to be human legs inside them, so that's why the calf area is so 'long'. You can kind of see where the feet would end inside the suit. I think once he's rigged and less stiff he'll look more balanced. Moving the feet back a bit is also an easy fix. The suit is supposed to fit like a medieval suit of plated armor; as seamless as possible to give maximum protection. I'll post the texture work as soon as it's done. I plan on working on it a good bit today. Thanks again!
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, null,
12 Posts,
Join Date Sep 2009,
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created Update
on 09-15-2009 04:33 PM
Here are the textures. I already see some changes I want to make, but I want to know what other people think too! Textures were done in Zbrush and then applied to the mesh in 3Ds Max.

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, null,
12 Posts,
Join Date Sep 2009,
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Whoa, those textures are WAY too noisy. Strip it right back to flat colours and spend a bit of time defining what each part of the texture is meant to be made of. Everything appears to be very bumpy as well, although I'm not sure if that's just effect of your spec map or a normal map. If its a normal map, take it out of the picture for now.
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, polycounter,
849 Posts,
Join Date Dec 2004,
Location Edinburgh, Scotland
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It's supposed to be covered in runes and glyphs, but you're right, they do get lost in the noise. Maybe if I make them larger?
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, null,
12 Posts,
Join Date Sep 2009,
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Remember on digitagrade legs, compared to plantigrade, the proportions are; a regular length thigh, a shortened and smaller calve all around, while the foot it elongated and stood on the ball but you got that last part.
On your's the calve and the thigh are the same length which looks akward. Elongate the thigh further down so that the calve runs at an upward angle from the knee to the ankle.
The foot's long but the ball is resting too far forward and looks like he'd tip over. At a rested standing position the ball should be slghtly behind the knee if you were looking at it from a side angle.
keep it up 
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, spline,
140 Posts,
Join Date Oct 2008,
Location Orange, CA
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created Another Update!
on 09-16-2009 06:03 AM
Thanks again for the feedback. Here's some updates on the textures.
The legs are supposed to look not quite right, it's a bit creepy, and also very functional. There's a human inside it, so the calf area is human length so there is room for their legs and feet. It's not quite digitagrade, because it's still technically 'human'. It's like they're wearing extensions, like in Stargate, to make them look like animal-gods. Does it look wearable at all? Should I communicate the 'armor' part more clearly?

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, null,
12 Posts,
Join Date Sep 2009,
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PS: Legs fixed? Better?

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, null,
12 Posts,
Join Date Sep 2009,
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the balance definitely feels more there. But something is still unsettling....oh maybe the upper legs (above the knee) feel to short to be pulling all the weight of the feet and rest of legs? Not entirely sure if that's it. Maybe play around with that tho and compare side renders to see which one feels just right.
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, null,
21 Posts,
Join Date Sep 2009,
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The tail is really bugging me. Its just the wrong shape Imo.
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, dedicated polycounter,
1,440 Posts,
Join Date Jul 2009,
Location Scotland
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Your color balances are way off to me.... try blending them a little better...
but awesome idea...
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, vertex,
31 Posts,
Join Date Sep 2009,
Location h0llywood
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