[img]http://home.iprimus.com.au/evilbunny/Jagged/Sk20_TechConcept.jpg[/img]
Yay some free time to get started on this thing.
Have a concept.
Small things and any problems pointed out may be changed.
I will be doing to orthograpics prob tomorrow.
Pantmonger
Whoops, forgot to mention that the girl inside is a cyborg, only her brain is still tissue. Hence lack of armour in certain bits not a prob as she is armour all over.
Dan Ward: Thanks, I hope so to, but that has always been part of the fun for me is seeing if I make something fil a polybudget no matter how complex it is.
Malus: Thanks, round one fight (Malus and I enjoy the fight within a fight)
Sorceror Bob: Thanks, The feet are a bit out compared to the rest of the model design. I put them in like that because I wanted some part of it to be ugly but functional because the rest of the concept is so much 'style over substance' work. As for the comfort, she feels no pain.
Pantmonger
Step 2: Orthographics
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumea2_ortho.gif[/img]
Pantmonger
The little bit of wire from her ear to her mouth uses more polys then I'd like, I have to see if I can keep it in or no. But other then that the head uses the type of poly count I would have used for a 1000 poly model leaving me with a good 500 extra to throw around.
It doesn't look like a duck when its modeled. (or maybe it does, I just don't know)
Pantmonger
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumea_Comp2_Fac.jpg[/img]
With the exception of a few edges you to turn the model is done, next the UVW and smoothing groups.
3000 on the dot. Hoot.
Pantmonger
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumea_Comp2_UVW.jpg[/img]
UVW and Smoothing Groups done, on to the texture.
Pantmonger
Malus:
quote:is she meant to have a hard line where the armour meets the top of here thigh?
It is there, just for some reason doesn't appear visable in this shot. Weird.
inglis, thanks this one was a son of a b.... to map, so many little bits and pieces, took a while, and due to the different arm structure from the elbow down there is less texture mirroring then I'm use to. But should turn out ok.
Pantmonger
Done, thank the gods, Im in the middle of packing so finding time to do this was painful, but here is the stuff.
Final Construction
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumea_Comp2_FinPoly.jpg[/img]
Texture Map (at 512)
Edit. See below this post
Finished Model
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumea_Comp2_Texture.jpg[/img]
[img]http://home.iprimus.com.au/evilbunny/MTemp/Sumea2_Rotation.gif[/img]
Pantmonger
quote:Time is almost up, but there are only like two other completed entries so far
yeah..i was just going through the other threads and notice a lot havent been updated, a lot still at concept stage.
quote:Oh and some more feedback would be nice too
youve done very well again :)
i would like to see some more details on the main forms, maybe more decals, identity/class symbols etc?
and i think the orange visor could be improved somewhat-
i like your colour choices
lets hope the competition gets to the bus on time :)
Good thing I came to the site tonight, now that there is a special layout needed and all[:p]
Well here is the layout as requested, Not fond of this style, no real detail can be seen, but its not my comp, so it aint my rules and I'll live so...
Also the 512 of the textue map again so they are both in one place.
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumeaspeciallayout.jpg[/img]
[img]http://home.iprimus.com.au/evilbunny/MTemp/sumea_Comp2_Texture-Map.jpg[…]
Lets go.
Pantmonger
Thought id give some feedback here rather than the voting thread, I'm going to try and give feedback on everyone's models from now on. Afterall that's why we are here, glory posts are nice but we only improve with good C&C.
Technically overall I think your model is probably the best executed out of all the entries, when I saw your concept pic I went *Gulp* that looks like a "professional" job.
The idea is original and answers the challenge brief perfectly (being a graphic designer by trade im pretty anal when it comes to sticking to briefs)
Your mesh and uvmap are outstanding as always, you have got the UVmapping thing down (I think you need to write a tutorial on how you uvmap your chars so I can get as good as you :)
The mesh is very neat and the polys well used, with my limited experience on what constitutes a "good" mesh there's nothing I can pick on it.
Creatively/personally I don't like the snout thing on the helmet and I think the end of the arms (hand and claw bits) should be bigger/bulkier like in the concept, give her more attitude.
I think where this model fell over is the texture, again technically it looks great, everything is well done and realistic. The problem is it doesn't suit the model, she's a flyer yet she's in drab green paint, the concept has heaps of contrast and it works REALLY well, this model needs a serious manga paint job.
Do yourself a favour pants and redo the texture then you can have my vote for the number 1 spot.
i was wondering when your were going to start :)
nice concept and marker rendering.
just curious about that large pole coming out of her head.