Hey guys,
Well I've started the concept for my submission. I'm moving this weekend so I won't be able to get a start on the model until mid next week at least.
Thinking of doing him in Maya instead of my native 3D Max just to further the addition of feathers in my old cap. [xx(]
Hes a WWII veteran named General Paton [:p], A Gun lovin' Gi Joe take no shit kinda guy. Need someone to take on all those nazi zombies popping up in games recently.
[img]http://www.inkmancomic.com/dean/WIP/PatonMK2concept.jpg[/img]
Dean Ferguson - 3D/2D Artist
Cheers guys,
I really like this idea actually, looking forward to starting it.
I knew I forgot something, the revolvers!! Would look a treat, I might model them after the comp since they'll bump the count way over the limit.
I left out his shiny steel helmet too. :P
God bless gun totting americans.
Dean Ferguson - 3D/2D Artist
Adie: Actually after your post I checked the proportions with one of the hundreds of anatomy books I own and his legs are a little short. :P
But like I said just a quick sketch for reference. Not going to model directly from this pic, might either try freehand modelling it or doing some orthographic sketches.
woohoo post 100!! do I get a sumea decoder ring?
Finally got to start him today.
4 hrs work on maya, bit slower than usual but I'm still getting used to it.
Hes currently only 1300 polys so when his mouth is done I should have 1600 or so for the rest which should be more than enough.
This image is updated so its now 2800 and has taken around 8 hours, just cruising along with this guy getting comfortable with maya.
[img]http://www.inkmancomic.com/dean/WIP/Patonmk2wip01.jpg[/img]
looking solid so far malus, I've gotta learn maya somewhere down the track, but at the moment, I personally find its low poly tools are below max's standard - I like working triangulated..
Still, you've gotten a good accurate representation of your concept so far, looking forward to seeing how you go.
Scorcerer_Bob: thanks man, yeah I too think Maya's low poly modelling is below Max's, getting used to it though. Maya's probably a better piece of software overall though but for low poly game modelling Max still gets my vote. (BTW: I triangulate when I do the cleanup.)
inglis: Cheers bud, your voting for me right?! [:P] lol
Well the mesh is completed, 3000 polys exact-amundo!
Pretty happy with it, got all the detail in that I put on the concept I think.
Has taken around 9 hours to do including the UV mapping, slower than most of my other models but Ive only been using Maya for a whole 2 wks and so I'm ok with the time its taken.
Just texturing now, yippee the cool(er) bit. [:D]
[img]http://www.inkmancomic.com/dean/WIP/Patonmesh02.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/Patonmesh03.jpg[/img]
Dan: thanks man, I really wanted to keep the mesh tight and its good to see it payed off. Believe it or not but the face was the quickest part to model?!
Pants: The legs are done! yikes! Didn't concept them so I struggled with a few ideas, glad you like the designof the boots, he was looking cumbersome and I had hoped they would make him look more dynamic. Guess it worked. [;)]
cool concept malus.
should come up a treat in 3d :D