View Full Version : Karate Frankenstein: The Model!
kurocrash
04-11-2007, 02:45 PM
here's the continuation of the character i started here (http://www.gameartisans.org/forums/showthread.php?t=167)
it's a portfolio piece, but geared toward a fighting game. he's a big, brute, cruel escaped convict guy takes up refuge in a back woods karate dojo & gets even meaner.
http://www.jaredlewis.com/3d/dai/dai-wip01.jpg
http://www.jaredlewis.com/3d/dai/dai-wip02.jpg
and a bit more recent.
http://www.jaredlewis.com/3d/dai/dai-wip03.jpg
right now i'm just trying to get him close to the concept yet able to deform properly. all of the bulk & muscle definintion i'm looking to add in mudbox. he's at 5180 triangles right now but more will be added & i might flesh out the arm shape a little better. any thoughts would be appreciated!
-J
kurocrash
04-13-2007, 12:34 PM
mudbox sculpting update. it's only smoothed once or twice here so i could better block out shapes. the face is kind of going in a bit of a different direction than the concept. looking to hear which one people would prefer.
http://www.jaredlewis.com/3d/dai/dai-wip04.jpg
-J
FredH
04-16-2007, 01:01 PM
This is really shaping up nicely. You created a very nice base mesh for your character. However, if I had to be picky, I would say his hands don't look as strong as in the concept. Additionally, in the concept art, he looks extremely strong, but in the model, he looks less strong and more slender and angile. I am not sure if this was your intention, but either way, he is looking good already:)
Looking forward to seeing more!
ThatDon
04-16-2007, 08:04 PM
I prefer the concepts proportions and face much more.
kurocrash
04-16-2007, 08:52 PM
thanks guys. like i said up top, i was looking to just get a nice, deformable base model & do a lot of the muscle detail in mudbox, & get proportions a bit close to the concept. i was having difficulty getting the hands to look like in the concept. i'll try to fix that later on once i get a new base model out of shaping it better. admittedly, the face kind of ended up going in a different direction. it'll still get jacked up once the generic, symmetric shaping's out the way. i don't know if it'll go as far as the concept, but the more i look at that the more cartoony that looks & i wanted to gear this guy more towards realistic (take the stylizing in tekken or doa for instance).
this is on hold for a little bit as i brainstorm for the competition. i will finish this though! promise.
-J
kurocrash
05-30-2007, 04:57 PM
ok back on track with this. i started messing with the mudbox. i experimented with getting the muscle shapes in mudbox & i kind of like doing it that way, however it's going to take FOREVER & i don't know mudbox as well as i know maya just yet.
so i'm going to take the head & shoulders i got here:
http://www.jaredlewis.com/3d/dai/DAIGORO2-1.jpg
... & take it back into maya, & redo the rest.
EDIT - mind you I liked that older head, so i saved a different version of it & messed with it to get something closer to the original concept... forgot to mention that)
-J
the older head is indee better this new one looks to hulkish because of the broader face and the mouth earea. which I suggest you avoid
xvampire
05-30-2007, 05:44 PM
about the head shape, forget about the base wire topology, just sculp it freely :p
kurocrash
06-06-2007, 12:24 PM
thanks EVIL. the newer head is pretty wide & brutish, but i do want some brutish qualities coming out in this guy. i did narrow the back end of his jaw behind his cheeks & tweaked little things here & there.
and thanks xvampire, that was what i was doing.
only got a chance to work on it a little bit this past week, but here's an update of what i've been doing in maya:
http://www.jaredlewis.com/3d/dai/DAIGORO2-2.jpg
trying to capture those proportions in the concept better. at the moment the arms & legs are from the original mesh, just scaled to fit a little closer. i plan to flesh out the muscle shape more when i attach them to the body. side by side like this i see these things that need to be done:
-raise the chest & abdomen area up a little, broaden
-thicken the wrists & fingers
-thicken the thigh area & even it out with the calves
any other suggestions? thanks
-J
thern atleast give him a bigger nose.. it looks way to small and petite for a brute face.. I mean whomever this guy would beat up would think before getting the fist to his face "oh lol, look at that little nose!"
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