Reply
Reply
 
Thread Tools Display Modes
Psyk0's Avatar
Old (#76)
I think the major problem is the size of the skull vs. the size and placement of features. The jaw feels very wide and the chin should be brought down...etc

It also feels as if the whole head is on the same plane (like a ball shape) when in reality, the features of the face are on a less wider plane than the skull, the zygomatic bone is one of the widest area when seen from the front, while the top of the eyesocket is tapered in, if you watch the sculptover closely you'll see a central plane on the forehead, another on top of the eyesocket and another on the side.

I tried to match the 3/4 view as best as i could, hope this helps.

Offline , polycounter, 1,209 Posts, Join Date Jun 2005, Location Quebie, Canada Send a message via MSN to Psyk0  
   Reply With Quote

odium's Avatar
Old (#77)
Right, ok... I have more of an idea here what to do to fix these. The only issue is that most of these are not mine, and it seems the ones with the serious flaws are not my models... so I dunno how much I can fix them, I'll have to fire off a message to Ben and ask if its ok I tweak them a bit.

Thanks for the input guys, I'll show you what I come up with.
Offline , card carrying polycounter, 1,979 Posts, Join Date Jun 2005,  
   Reply With Quote

odium's Avatar
Old (#78)
Ok so forgive these rough pics, I simply changed the mesh and got it ingame with a flat light, hence the spec looking a bit odd, so ignore how its lit/textured, thats not what I was trying to do. But thoughts on this, is this more along the right lines?





Offline , card carrying polycounter, 1,979 Posts, Join Date Jun 2005,  
   Reply With Quote

odium's Avatar
Old (#79)
I still think maybe the heads a bit too tall at the top?
Offline , card carrying polycounter, 1,979 Posts, Join Date Jun 2005,  
   Reply With Quote

odium's Avatar
Old (#80)
Ok, So I re-jigged a lot. Please note that I haven't really done anything with the blonde one, its so bad its likely gonna either be ditched or re-made.



Older one for comparison here:

http://www.moddb.com/games/overdose/...hoooo-ho-hoooo

I also went back to the ski mask guy and gave him some ears under there, it didn't look right without them.
Offline , card carrying polycounter, 1,979 Posts, Join Date Jun 2005,  
   Reply With Quote

Psyk0's Avatar
Old (#81)
Ahh it's much easier to find problems with a front and sideview, so here's original vs. mine, your update already looks like an improvement, way to go.

Jawline, hairline and ear placement really need to be fixed. The ear should sit right at the midpoint of the sideview, the top of the ears line up with the brow and bottom with the bottom of the nose, it looked way off in front view (perspective?).

The shape of the skull is debatable, since they come in a variety of freaky shapes, but in general, the highest point is lining up where the ear and jaw connect.




Last edited by Psyk0; 03-15-2012 at 01:10 PM..
Offline , polycounter, 1,209 Posts, Join Date Jun 2005, Location Quebie, Canada Send a message via MSN to Psyk0  
   Reply With Quote

odium's Avatar
Old (#82)
All points taken onboard, and than kyou very much for the info. I'm honestly not 100% sure how easy it will be to just re-jig that head mesh, truth be told. With normals as well, too much of a change will be a total ball ache and of course break the normals.

Now I'm gonna annoy a lot of people here... I don't think its THAT big a deal, right now anyway. The first batch of tube heads? Totally agree, way too tall, way too odd looking! Where its at now? Much better. Perfect? No, but better.

So, for the moment I think I'm gonna just say unless I can some how find a fix for this that doesn't break it too much, I'll just call it a lesson learned, and move on, putting all this into practise for future heads that we do.

Just as an aside, if anybody wants to take a stab at this and maybe show me how easy it would be, please be my guest. I've uploaded the head mesh and textures here to grab:

http://www.team-blur-games.com/odium/head.zip
Offline , card carrying polycounter, 1,979 Posts, Join Date Jun 2005,  
   Reply With Quote

SuPa-'s Avatar
Old (#83)
Here's a WIP of the MDR Engineer! Most of the stuff is starting to come together, but there's still some stuff that needs touching up on. The pipes on the sides need baked, as well as a few other accessories that aren't displayed (or that I've been too lazy to model yet :P) I've just been badly procrastinating. As well, the hands are untouched besides base colors and AO. I'd like the community's thoughts on it as I'm not very confident of it at the moment since I'm just an inexperienced hobbyist :/



Also, these are the two heads that I've made so far

Last edited by SuPa-; 03-16-2012 at 06:34 PM..
Offline , triangle, 302 Posts, Join Date Apr 2008,  
   Reply With Quote

odium's Avatar
Old (#84)
Soups knows my thoughts on it :p

Heres the Marauder Burst Rifle, again looking for somebody to give it extra Mudul Lurve:



Concept by the amazing Joseph Silverman.
Offline , card carrying polycounter, 1,979 Posts, Join Date Jun 2005,  
   Reply With Quote

odium's Avatar
Old (#85)
BTW SuPa, I've been thinking... The scales were always a little wrong with the player model, and while yes, the rig will be the same for all player models (Same anims), this is exactly the time to change the case scales to something more acceptable IF they are wrong.

So guys, if these things are scaled wrong (And keep in mind, they were scaled this way to look better ingame, and they do look fine ingame), I would love anybody to tell me. I can't do too much with the heads, but I would rather we nailed th player model scale NOW and fixed all future heads, rather than keep on forcing people to scale models to an odd player scale. Thankfully, thats an easier fix.
Offline , card carrying polycounter, 1,979 Posts, Join Date Jun 2005,  
   Reply With Quote

odium's Avatar
Old (#86)
We just added a chat page so that anybody who is registered on the forums can chat with us any time, works really well. Also has support for dev chat:

http://www.team-blur-games.com/forums/chat/
Offline , card carrying polycounter, 1,979 Posts, Join Date Jun 2005,  
   Reply With Quote

odium's Avatar
Old (#87)
So I went back to the drawing board on some new heads, to try and find a decent base scale/shape etc, after some of the previous comments. This is where I'm at so far:

Offline , card carrying polycounter, 1,979 Posts, Join Date Jun 2005,  
   Reply With Quote

konstruct's Avatar
Old (#88)
immediately it looks like the area around the bridge of his nose is smashed in.

I think one of the things that's tripping you up is you keep over defining the edges of the lips. That's a good way to make someone look feminine, but I don't think your going for.

The upper lip on men is generally well defined because its angled in shadow, while the lower lip should rely on only a faint suggestion. both in value and in form.
molotov-

Konstruct|3D

SKETCH|BOOK (available for freelance)
Offline , card carrying polycounter, 2,032 Posts, Join Date Nov 2004, Location three oh three.  
   Reply With Quote

disanski's Avatar
Old (#89)
I made a very little paintover on your 3/4 view where the eye socket is it should be going in like I made it and then sticking back out for the cheekbone and the brow area.
Also your chin does not end under the ear so probably that could use some more work.
I believe your eyes are too far back making the slope from your mouth to the them too steep so try to move those around see if that helps
Attached Images
File Type: jpg head_new_wip.jpg (234.9 KB, 26 views)
Offline , polycounter, 862 Posts, Join Date Sep 2009, Location Bulgaria, Troyan Send a message via Skype™ to disanski  
   Reply With Quote

odium's Avatar
Old (#90)
Nice, cheers for the tips/paint overs... New renders coming up in a tickle.
Offline , card carrying polycounter, 1,979 Posts, Join Date Jun 2005,  
   Reply With Quote

odium's Avatar
Old (#91)
Ok, updated. So I changed a few things around, fixed the jaw line, changed the eye sockets, fixed the lips being quite harsh. Better?

Offline , card carrying polycounter, 1,979 Posts, Join Date Jun 2005,  
   Reply With Quote

odium's Avatar
Old (#92)
Another awesome concept from the legend Joseph Silverman (Suprore)

Offline , card carrying polycounter, 1,979 Posts, Join Date Jun 2005,  
   Reply With Quote

poopinmymouth's Avatar
Old (#93)
Damn wish I had time to contribute on this. Also I agree 100% with this:


Quote:
Originally Posted by odium View Post
The thing is, we don't worry about the graphics. We worry about how it will play. Do you worry about how bad Link To The Past looks when you load it up? Or Doom? Grpahics always change. Crysis won't look amazing in a few years, even... But it will always play the same. Thats the important thing, but its also something we can control easy by changing it as/when needed.
Offline , veteran polycounter, 3,616 Posts, Join Date Oct 2004, Location Reykjavik, Iceland Send a message via ICQ to poopinmymouth Send a message via AIM to poopinmymouth Send a message via MSN to poopinmymouth Send a message via Yahoo to poopinmymouth Send a message via Skype™ to poopinmymouth  
   Reply With Quote

WarrenM's Avatar
Old (#94)
I think we all agree 100% with that. It would be rare to find someone that would argue that the graphics were the most important thing in a game.
Online , polycounter, 1,233 Posts, Join Date Aug 2010,  
   Reply With Quote

SveinY's Avatar
Old (#95)
Started helping team blur to make some characters. Started on one of the mutants.

Offline , spline, 118 Posts, Join Date Mar 2011, Location Norway  
   Reply With Quote

Joseph Silverman's Avatar
Old (#96)
nice!
Concept Art Portfolio
3d Portfolio | LOOKING FOR WORK
sketcbook
- updated sometimesly!
Offline , veteran polycounter, 4,172 Posts, Join Date Mar 2006, Send a message via AIM to Joseph Silverman Send a message via MSN to Joseph Silverman  
   Reply With Quote

odium's Avatar
Old (#97)
Aye, loving it
Offline , card carrying polycounter, 1,979 Posts, Join Date Jun 2005,  
   Reply With Quote

[HP]'s Avatar
Old (#98)
Oh my god... this is freaking delicious! Can't believe it's the first time I'm seeing this thread. Fantastic work so far!
Offline , dedicated polycounter, 1,827 Posts, Join Date Aug 2007, Location derp land  
   Reply With Quote

odium's Avatar
Old (#99)
Cheers [HP],

I've been trying to get some more destruction type models and surfaces done, so I'll upload some shots of those later.
Offline , card carrying polycounter, 1,979 Posts, Join Date Jun 2005,  
   Reply With Quote

cptSwing's Avatar
Old (#100)
man, i like those weapon concepts.. wish i had free time ;/
Offline , polycounter, 1,286 Posts, Join Date Aug 2011, Location Berlin  
   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Copyright 1998-2012 A. Risch