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GrM
05-01-2007, 04:58 PM
BHG Challenge | GrM | HellFurnace Kraken
http://www.gameartisans.org/contests/competitions/uploaded_thubnails/29-game-3d-art-130-1177969235-thumbnailSquid.jpg

GrM has entered the competition!

george.vas
05-01-2007, 07:09 PM
Welcome to the madness... ;)

GrM
05-01-2007, 07:25 PM
some initial sketches:

http://kid-militia.com/bigHugeArt/squid01.jpg

http://kid-militia.com/bigHugeArt/squid02.jpg

the furnace-head part probably isnt too hard to figure out, the idea for the things on the end of his arms are like stone or metal wrecking pendulum things. Im going to make the machinery stuff on him a bit more complicated; I was thinking of having the entire underside/backside of his head be mechanical and the topside organic and fleshy.

GrM
05-04-2007, 07:25 PM
http://kid-militia.com/bigHugeArt/krakenProgress.jpg

so a couple changes since the concept, but I like this way better anyway. I mostly didnt like the popcan things on his arms, and I wanted to make the tentacles less... busy, so I figured I would consolidate them with some sort of binding things. I had originally wanted big mechanical parts on his back, but I think that would just mess it up at this point. next up is probably some mudbox.

Frozan
05-04-2007, 10:47 PM
wow coming along nicely very quickly!

GrM
05-15-2007, 04:10 AM
still working on some touch-ups on the texture, but I'm sleepy and feel Im at a good stopping point for now.

Frozan
05-15-2007, 11:34 AM
looking good so far. just remember what edges your keeping hard and what are going to be soft, and is this the pose?

GrM
05-15-2007, 11:46 AM
no, this isnt the pose, I will be making a simple rig for it; and yes, tweaks need to be made. thanks!

GrM
05-18-2007, 02:38 AM
edit: see below

FredH
05-18-2007, 03:36 AM
pretty cool, however, I wonder if putting the head to the side, and making the legs pull his mass forward towards his prey might be better? Usually, in movies, the head of the octopus or squid trails behind the legs. Maybe you can use something similar to this?

Otherwise, things are looking good so far. Keep it up:)

Dentysta
05-18-2007, 11:28 AM
I like that orange glow. Could you describe which map is it and which slot does it use?

GrM
05-18-2007, 03:23 PM
For the orange glow, to my understanding a glow map in maya is the same as an emissive map. basically it looks like this on my texture sheet:

http://kid-militia.com/bigHugeArt/glow.jpg




in terms of where it is now, my idea was that rather than sitting on the pedestal, it would be attacking it, and the generic hero would be on the pedestal.

http://kid-militia.com/bigHugeArt/updatefinishing.jpg

just need to make the pedestal look cool I guess.:)

GrM
05-22-2007, 02:44 AM
time extension = must go 1337 as hell. I decided the texture was boring, and so here is the new direction:

http://kid-militia.com/bigHugeArt/fixer2.jpg


http://kid-militia.com/bigHugeArt/fixer1.jpg


personally I like this much better. Thoughts?

kurocrash
05-24-2007, 12:20 PM
the counter shading ends pretty abruptly. i'd maybe make more a gradient into the contrast or maybe just tone down the speckles a bit. i'd also maybe add some texture detail into those bands & maybe have some 'piping' along the body & stuff, just to add more detail in places.

-J

GrM
05-25-2007, 05:08 PM
thanks for the tips, check it out:

http://www.gameartisans.org/contests/competitions/uploaded_images/29-game-3d-art-130-1180128582-hellFurnace.jpg


http://www.gameartisans.org/contests/competitions/uploaded_images/29-game-3d-art-130-1180130786-krakenBeauty.jpg


I wasnt really willing to add or adjust the geometry (laziness mostly), but I agree with what you meant on the texture. does it look like the bindings have enough detail now? also, is the speckle texture less glaring now?

kurocrash
05-25-2007, 07:28 PM
i wasn't telling you to add geometry, just add details in the texture itself. the bands look nicer but at present, they just look like lobster claw bands. when i was suggesting more detail, i was thinking about maybe a series of smaller bands & belts & chains wrapping & intertwining along them (as part of the texture detail), as if to give them more support & strength. probably should have been a bit clearer.
& as far as the 'piping' i was suggesting kind of the same thing, adding the details in the textures, but using it to kind of tie the mechanical parts together as he's got this big blast furnace mouth but stove pipes sticking out on the other end of his head & nothing seems to tie them together. to play up the idea that this both squid & mechanical
by the glare of the speckles, did you mean the shine? as that was quite alright originally. the glossiness it had helped push the idea of a slimy sea creature. i was talking about the contrast between the speckled areas & the countershading where there wasn't speckles. the difference between was too sharp & it still is a little.
sorry if i wasn't clear in my suggestions.

-J

EVIL
05-26-2007, 02:14 AM
I personally think the problem isnt the textures but the normal map.. It doesnt look like you spend any time on it.