View Full Version : BHG Challenge | typhus22 | SkyShark
typhus22
04-16-2007, 10:13 PM
BHG Challenge | typhus22 | SkyShark
http://www.gameartisans.org/contests/competitions/uploaded_thubnails/29-game-3d-art-321-1176774469-skyshark_thumb.gif
typhus22 has entered the competition!
kurocrash
04-16-2007, 10:27 PM
tight, going by the thumbnail. i see kind of more giant bug than skyshark though. can't wait to see more!
(and glad you got the thread working properly!)
-J
I saw the full image on the other thread. This is quite interesting. I probably sound crazy asking this, but are those staircases on the sides of its mouth? I think it looks much, much bigger than according to your scale; nearly the size of the spaceships in Independence Day.
typhus22
04-17-2007, 09:44 AM
hey all thanks for the replies. i really should move the full sized image here.
Kurocrash- yeah i got the bug look in there so i decided to give him multi eyes. i called him a sky shark because i want him to move like a great white but in the air. not sure how ill convey that in the beauty though.
Gods Phoenix- thanks man and yes, those are stair case on the side of his mouth and when i am done it will be a set of stair cases going up his spine and yes i need to shrink that little scale guy waaaay down.
also here's the full siz WIP:
http://lauch3d.com/skyshark1a.jpg
FredH
04-17-2007, 11:05 PM
It's a pretty good design you have going here, however, as soon as you put in some form of a structure on top, this will limit the mobility of your creature. I can't imagine him using his tail without tossing everyone onboard offboard. Nevertheless, I think you have something really nice going here. Looking forward to seeing how you develop him further:)
Marcus Dublin
04-18-2007, 11:24 AM
I'd just make the tail longer to compensate and add bigger spikes to it, which should do the trick. All in all looking good!
Marcus
typhus22
04-18-2007, 10:18 PM
Thanks guys! ive updated my design again. well here's the thing, his tail isnt really a striking weapon but more of a dragging weapon, much like an anchor or an plow. he kinda floats through mountains and strongholds ramming into everything with large plow like jaws and his tail drags behind him ripping and tearing up the terrain as he takes back up into the air. the concept is showing him as hes about to descend and the rest of his tail is in the process of catching up with him. as for his mobility, he doesnt really go taht fast, he mainly drifts until he finds his target and then its just ramming speed.
Nice new additions. I'm sure it's just me thinking that it still looks as though it could be bigger. Reminds me of that summon creature in FFIX, I think that's the correct sequel.
kurocrash
04-19-2007, 11:33 AM
i'd maybe suggest scaling the creature up but keeping stonehenge there generally that same size it is now. it's just that with all those monoliths weighing him down, he might not be too air worthy. especially considering his body looks more like a ray, which primarily glide rather than flap fins or wing & force themselves through the water (or this case air).
also how are the cross stone slabs going to keep from sliding off if he's in a swoop like you have pictured in the concept?
just thinking out loud.
-J
george.vas
05-01-2007, 04:27 AM
I agree I think if you scaled it but kept the stones the same size that would help sell the scale more.
typhus22
05-26-2007, 11:22 AM
hey guys, thanks for the crits! although i have been reading the comments i havent had time to post b/c i really screwed my schedule. anyways, i wont have time to do any revisions cuz i am going on vacation so heres my submissions. hope u guys like it!
http://lauch3d.com/SkyShark_win1.jpg
http://lauch3d.com/SkyShark_beaut1.jpg
http://lauch3d.com/SkyShark_construct.jpg
http://lauch3d.com/SkyShark_tex1.jpg
DejaVooDoo
05-26-2007, 12:51 PM
I hate to say, but looks like there is a TON of wasted texture space here. Try to think of it as a puzzle. All your pieces should 'fit' together close as possible. I'd have tried your large body sections diagonal To get more pixel coverage, and then just pack in the rest. Anyways, just one important way to get a crisper, sharper result in your textures ...
typhus22
05-26-2007, 01:01 PM
yeah, i agree with u there. originally he had more stuff on him that took up uv space but i didnt have time to do it. it was going to have some planes running around the belly and top of his body that would have had different types of hanging vines and moss with alphas attached to it but cuz i didnt have the time i had to leave it out this time and rather then rearranging the uv texture space i posted what i had. thats also why hes currently left at roughly 4000 polys cuz the remaining 1000 would have went to various plant life. :(
free-willy
05-26-2007, 06:44 PM
shame you didnt have time to polish this up as you would have intended,very nice model by the way.
Marcus Dublin
05-28-2007, 08:57 AM
I love the final beauty image it evokes power and size which is what the comp called for at it’s most extreme. I have to agree with everyone in saying the UV’s are hurting big time and it makes this look as though it’s only using a 512 instead of a 1k texture. I think you owe it to yourself to re texture this guy one of these days since it’s a very cool model. All in all I’m glad to see you gave it your best shot given your schedule and that you finished it.:lucky:
Marcus
typhus22
05-31-2007, 01:48 PM
thanks for the support guys! i hope to not let this one collect dust although i probably will :(
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