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View Full Version : Extreme Makeovers! | Minion | Grush


Minion
06-27-2007, 09:17 PM
Extreme Makeovers! | Minion | Grush
http://www.gameartisans.org/contests/competitions/uploaded_thubnails/33-game-3d-art-1001-1182995916-thumb.gif

Minion has entered the competition!

Minion
06-28-2007, 01:51 AM
Original Model

Character is Grush, an Ogre Warlord. Misc facts about Grush: He's much larger than most other ogres but highly intelligent. He's pretty old for an ogre, and given how many battles hes been in he's been wounded quite a few times, the most major being that he lost most of the function of his right arm (was modeled that way due to symmetry)

New design will hopefully reflect the amount of character I imagined he'd have and it will have clothing ;o

Marcus Dublin
06-28-2007, 10:12 AM
Any Texture's with the original model?

Marcus

PS: Ogre’s Rock!

Minion
06-28-2007, 12:21 PM
Unfortunately no :( Was left unfinished due to a variety of problems; I was terrible at texturing and my anatomy understanding was even worse, rigging tests made it apparent my topology could have been a lot better, and I couldn't decide on how to solve some of the problems I had with his outfit.

Frozan
06-28-2007, 11:46 PM
well hmm heres another shot, im sure uv learned something since? you will do fine. :) we are all rootin for ya! the GA family that is

Minion
06-29-2007, 07:59 PM
Hey, thanks for the support :)

For a better idea of what it might have ended up looking like heres the original concept material I drew out (had to edit it to compensate for poor page space usage)
http://www.foggymemory.com/stuffs/vitrius/OriginalGrushConcepts.jpg

Current progress (with imo, greatly improved anatomy)
http://www.foggymemory.com/stuffs/vitrius/07.06.29-01%20-%20Grush%20Redesign.jpg
Very WIP. Any suggestions on the anatomy would be great, especially in regards to the top of the arm; Having problems with it given the awkward proportions.

Unfortunately I messed up the orientation of the thumb when I made the base mesh and I'm not sure how to fix it and reimport it into Mudbox :\

Doing the body and then the head seperately. Hopefully this isn't a horrible idea. Gear will be modeled last in 3DSM.

ThatDon
06-29-2007, 09:24 PM
I personally prefer the smaller deltoids and biceps w/ large forearm in the concept compared to your model

Jido
06-30-2007, 12:15 AM
on top of ThatDon's post, I'd give his abs a bit more asymmetry if possible. Obviously a huge improvement.

BiG ToE
06-30-2007, 12:34 AM
no matter what happens, you need to finish this model, but before you go crazy trying to get it done in time, make sure its good to go.

Marcus was asking you if it had textures, because one of the requirements for this comp is to take an old complete model, that has textures and update it. So, you may have a small problem withthis one.

Minion
06-30-2007, 01:19 AM
no matter what happens, you need to finish this model, but before you go crazy trying to get it done in time, make sure its good to go.

Marcus was asking you if it had textures, because one of the requirements for this comp is to take an old complete model, that has textures and update it. So, you may have a small problem withthis one.Mines not the only untextured model but I asked FredH before I entered and he said it was fine.

In regards to the proportions of the arm, to be honest one of the reasons I beefed them up is because when I was making the base mesh, the proportions of the upper body seemed far too similar to Gavin's entry in the last comp... I also wanted the character to be very muscular and not really have a whole lot of fat, and the more I thought about it the less sure I was that I could make the anatomy passable in the forearm without losing muscle detail (also one of the reasons I shrunk the girth of the torso and made the legs longer)

I am pretty happy with the proportions I have right now but I will mess around with deflating it a bit.

Regardless, I greatly appreciate the input.