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created [FIGHTER ]Blazblue/Hakumen/FirstKeeper
on 03-23-2011 02:27 PM
I couldn't rename my first tread, so here is a new one with correct character name in the title.
Hakumen from Blazblue game.
Idea is a restyling this character in classic blood elf design.
Rough concept and block out.
Hi-poly in progress, I spent a few days studying next-gen technology, so there is not too much done. I keep mesh in quads for future export and sculpting in Z-brush.
Normal map/sp/df test.

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, triangle,
256 Posts,
Join Date Jun 2008,
Location Irvine,CA
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Good choice! Love this character 
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, null,
18 Posts,
Join Date Jan 2011,
Location Alameda, CA
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I didn't know that you use normal map on your models too, Ms. I don't know the original char, but I can say your concept is great, as always. I'm waiting for more of your awesome stuff. You're a great source of inspiration.
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, polycounter,
1,200 Posts,
Join Date Dec 2006,
Location Brazil
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I'll make this character in next-gen, but usually I work with old-school.
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, triangle,
256 Posts,
Join Date Jun 2008,
Location Irvine,CA
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Another BlazBlue fighter! Awesome I can't wait to see what you do.
The wheel of fate is turning!
Shades of the dead are sliding on the walls. Demons dance in the castle hall.
Sketch Blog
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, null,
10 Posts,
Join Date Mar 2011,
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nice! can't wait to see how this will turn out, awesome I'm sure 
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, vertex,
25 Posts,
Join Date Nov 2009,
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Concept is great for sure. Will be exciting to see how this turns out 
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, polycounter,
1,125 Posts,
Join Date Dec 2007,
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ah man, that is really good work so far. Not familiar with the character, but am liking this so far.. keep at!
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, spline,
146 Posts,
Join Date Nov 2010,
Location Amsterdam... The Netherlands
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Nice
Watching
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, card carrying polycounter,
2,470 Posts,
Join Date Dec 2007,
Location Newcastle UK
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Cool concept art, Tamara! Record yourself when you paint the textures so I can geek out over it 
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, dedicated polycounter,
1,598 Posts,
Join Date May 2009,
Location San Diego
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I'm afraid, this time its gonna be next-gen and I won't paint texture as I usually do)
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, triangle,
256 Posts,
Join Date Jun 2008,
Location Irvine,CA
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Quote:
Originally Posted by FirstKeeper
I'm afraid, this time its gonna be next-gen and I won't paint texture as I usually do)
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So, why don't you make in diffuse only, like you always do? Have you made some gamble with someone? You're one of few people here that can win a game art comp just with color map...
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, polycounter,
1,200 Posts,
Join Date Dec 2006,
Location Brazil
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Because I want to learn something new 
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, triangle,
256 Posts,
Join Date Jun 2008,
Location Irvine,CA
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Nice concept, its suits your work style. 
www.locky3d.com
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, null,
17 Posts,
Join Date Jan 2009,
Location India
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if this was rogue armor in cata... then ide actually level to 85 as a rogue to get it.... bad assness
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, spline,
245 Posts,
Join Date Mar 2010,
Location Richmond
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I VOTE stick to your guns and go diffuse only or if you plan on going the normal route you stylize it somewhat like sf4, but id rather see the beast diffuse work imo. Looking great Tamara keep on busting that texture sheet out.
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, triangle,
467 Posts,
Join Date Feb 2009,
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Like the concept and how goes the character, looking forward to sculpting.
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, vertex,
36 Posts,
Join Date Mar 2011,
Location Melitopol, Ukraine
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You are pretty good with diffuse. In this day and age knowing normals is useful too. I say learn something new 
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, triangle,
266 Posts,
Join Date Feb 2009,
Location Dallas, TX
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Looks very intriguing.
I would almost suggest pushing the design elements some more.
Right now Hakumen looks... level 70 Burning Crusade.
Give him Uber Epic Tier 15 armour with extra stuff and spikes, and plates, and awesomeness. Chains, and belts, and the works.
Try to incorperate that Rhinocerous motif a little more. The horn on his head, and the horns on his shoulderpad look SO badass.
Maybe some oversized kneepads with tusks coming from it, with maybe another one on the belt.
Overall it's looking badass, and we know it's going to kick major ass.! but I think you can push the design some more. (Even if you do a quick paint over of your current mesh).

^_^
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, card carrying polycounter,
2,265 Posts,
Join Date Aug 2006,
Location Montreal QC, Canada
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JacqueChoi - hey thanks! I'm gonna add additional elements and details later, I don't like how it simple looks like now too, gonna finish first pattern pass and after that make another overpaint.
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, triangle,
256 Posts,
Join Date Jun 2008,
Location Irvine,CA
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Love the head test you have up. It's reading really well for the amount of polygons in it.
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, veteran polycounter,
2,925 Posts,
Join Date Oct 2004,
Location Orlando, FL
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will there be a complimentary video tutorial on you paint all bad ass with this?
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, triangle,
344 Posts,
Join Date Feb 2010,
Location ???
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Nope and it's gonna be next-gen, no hand-paint texture this time.
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, triangle,
256 Posts,
Join Date Jun 2008,
Location Irvine,CA
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Almost finish with base mesh and patterns. I'll make another over paint for new elements for next stage.

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, triangle,
256 Posts,
Join Date Jun 2008,
Location Irvine,CA
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Basemech is very cool. It is interesting to look at the complete model. Good luck!
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, vertex,
36 Posts,
Join Date Mar 2011,
Location Melitopol, Ukraine
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