Author : Nate Broach


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Rory_M's Avatar
Old (#1)
Hey all, I wanted to make something that could fit in a sci fi universe. Special thanks to Vitaly Bulgarov's Gnomon DVD which really helped me with proportions and hard surface stuff. Other inspirations were Blizzard's Marine Cinematic and Robotech. C&C always welcome.

Offline , triangle, 344 Posts, Join Date May 2008, Location Los Angeles  
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Grok5620's Avatar
Old (#2)
Hey man that looks pretty sweet. The only thing that catches my eye is the wrist and fingers. All the other joints have well thought out pivot points except the wrist which looks like it cant decide if its made of metal (and therefore rigid) or some kind of semi organic compound (and supple). The hand has four digits which iworks as you made the middle one wide enough for two fingers to fit, however it draws my eye because its unusual.

Any how great sculpt, keep it up.

Cheers
He who will not does not.
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PeterK's Avatar
Old (#3)
I love the sense of weight, it's totally in line with this new mode of thinking I'm coming around to that I call "chunky tech". I'm considering the benfit of making parts of my model outright thicker in general. I have some crits, but they're nitpick at best. Nice post, nice work.
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makecg's Avatar
Old (#4)
yes!! wow amazing i love this character
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crazyfingers's Avatar
Old (#5)
Epic, head seems sunken down a bit though.
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Gallows's Avatar
Old (#6)
Model looks great so far, and I think the design is pretty solid. Some of the crits I could give are just the general areas that need to be reworked for rigging. The wrist definitely, and are you planning on making the knee pad just follow the direction of the shin? Or wanting each half to parent to the thigh, leaving a crease in the middle? Looking forward to seeing where this goes.
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jmiles's Avatar
Old (#7)
pretty sweet dude.. get some textures on that thing.. go!
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Rory_M's Avatar
Old (#8)
Hey ty for the comments so far and sry for the late post, I've been a little busy,

Grok5620: ty man, I tried reworking the wrist a little for additional movement.

PeterK: thx, I really wanted a good sense of weight for him, I'm glad it shows.

makecg: ty ty!

crazyfingers: I tried stretching or elongating the facial features a bit to try and correct the sunken feel.

Gallows: thx! I planned for the kneepad to follow the shin, maybe I could bolt it down on the bottom to convey that a bit better.

jmiles: ty, I dont know if I'll go into textures yet, frankly I want to start applying to more studios and that can be a full time job in itself . I'll probably come back to him though.

I'll try and post wires soon.


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Rory_M's Avatar
Old (#9)
just tweaking stuff right now, here's some more pics and an hp wire.


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tehrobster2's Avatar
Old (#10)
Man I really like this character, Kinda reminds me of Legend of Dragoon, but a futuristic legend of dragoon.
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paulsvoboda's Avatar
Old (#11)
Great job on this - it looks really good so far. Looks alot like Vitaly's Marine model and has a really cool style. Maybe this is just me, but I'm not exactly sure what those things attached to his back are - at the moment they seem slightly unnecessary and there because they look cool (which they do) - maybe some explanation on these will clear this up.
Aside from that - the face looks great and definitely fits well into the model.
Good job.
Environment Artist at Epic Games
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My Website: www.paulsvoboda.net
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crazyfingers's Avatar
Old (#12)
A close of up the helmet should be your new avatar pic ;)
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roosterMAP's Avatar
Old (#13)
holy shit dude. freakin amazing. cant wait to see some textures on that model!
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Rory_M's Avatar
Old (#14)
I took a break, but now I'm ready to finish this one.

tehrobster2: thx mang

paulsvoboda: ty, I think you're referring to the vents? Yea, my line of thinking was some exhaust port of some kind for the engine.

crazyfingers: thx yo, it was great meeting you at GDC!

roosterMAP: ty I'm excited to get texturing

Some pics: he stands at 20,000 polys with 2x2048 maps right now, shown with normal and ao



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SouthpawSid's Avatar
Old (#15)
man, very clean bake. what color scheme are you think of using?
3D Artist at Obsidian Entertainment
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moose's Avatar
Old (#16)
badass!!

I think the mesh is having some odd triangulation issues in areas, some edges look like they need turned - bunch on the boots, arms, some torso, head fins. I think you could go back and refine & sharpen up the highs, and reprocess out a normal for some parts around the knee, image:



those two areas look a little soft, and like they didn't have their normals carried over as well as the rest of the model.

cool shit! cant wait to see it textured
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MoP's Avatar
Old (#17)
That's pretty damn nice!
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Mechadus's Avatar
Old (#18)
holy-crap-wow.
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raul's Avatar
Old (#19)
awesome model man! why is the tri count so high, on the low poly?
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EarthQuake's Avatar
Old (#20)
20,000 tris but it looks like you have smoothing errors all over the place, what did you bake in, and what are you viewing in?
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achillesian's Avatar
Old (#21)
fucking gnarly bake
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Rory_M's Avatar
Old (#22)
SouthpawSid: thx, I'm thinking of going a blue and tan color scheme, but with all kinds of dents and scratches.

moose: thanks man! Yea im noticing more bake errors as i go along, not sure how to fix em though. I'll definitely give what you said a try.

MoP: ty, ive been a fan of your work for a while now.

Mechadus: thx mang

raul: Yea I know i could shave it down a heck of a lot more but its a portfolio piece. I've done lower poly counts b4, on this one i sorta just went over the top.

EarthQuake: I baked it in xnormal ver 3.16 and I'm viewing it in 3ds max 2009. He's made up of 24 elements, head, torso shoulderpad, etc with autosmoothed polygroups at 45. Just learning as I go so any tips would be awesome.

achillesian: ty

Last edited by Rory_M; 06-02-2010 at 07:18 PM..
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raul's Avatar
Old (#23)
well, im new to lp to be honest. but i was taught that when doing folio pieces. it is more impressive to go lower on the count. 20k...im crunching tris on your mesh with my eyes! lol. the high poly looks super awesome tho!
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phillip.bailey's Avatar
Old (#24)
Fantastic highpoly work! The low poly could use some love. One spot that you could reduce is the hinge on the wing. All those inner circles could be collapsed into a one point. I could see why you might keep like one extrusion or bevel inward. I understand it's a portfolio piece so in doing this, it would save some texture space for better resolution! and as a bonus it could be easier to unwrap and fit. Then take those tris and put them back into the outer silhouette.
Try baking with 1 smoothing group over the entire mesh and keep one smoothing. Have you tried the 3pointshader . Use the high quality normals modifier and never suffer in the max viewport again! I'm not sure if it fixes xnormal bakes or if xnormal needs the modifier fix but I do know it will correct xnormal photoshop plugin normals.
Hope this helps!
-Phil
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Spark's Avatar
Old (#25)
Rory, even though it is for a your portfolio, you can definitely get the same result without the level of polycount you are at currently. I would suggest taking some more time, reduce and fix some of the casting problems people are seeing and come out with a more impressive portfolio piece. I personally ask this of all my students, as someone who reviews portfolio's I am more impressed with a student understanding what each piece needs poly wise, without going through the roof. As 20,000 is like having a 4096 texture on it, when a 2048 will suffice. Good work, and looking forward to any updates.

Spark
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