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BHG Challenge | BluPanda | The Settler

Thread: BHG Challenge | BluPanda | The Settler

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  1. BluPanda's Avatar
    BluPanda is offline
    Location: Redmond
    Posts: 125

    BHG Challenge | BluPanda | The Settler

    BHG Challenge | BluPanda | The Settler


    BluPanda has entered the competition!

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  2. BluPanda's Avatar
    BluPanda is offline
    Location: Redmond
    Posts: 125
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  3. Yeah, The mechanics does set The Settler apart. It can be fighting giant crabs as well, they are quite the epidemic it seems.
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  4. monkuk's Avatar
    monkuk is offline
    Location: Lincoln
    Posts: 64
    Looks great! Maybe you could add some large chimenys on the back blowing out smog or something.

    Wait, is that an extension cord coming out the back? :P
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  5. ChrRambow is offline
    Location: Potsdam
    Posts: 66
    Good! It seems that he is jumping?
    Not that the people up there will become ill while he is moving forward.
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  6. BluPanda's Avatar
    BluPanda is offline
    Location: Redmond
    Posts: 125
    I like the chimney idea, but thats actually supposed to be a rope ladder hanging off the back there. (yeah the lines are kinda thick for that, but that was the goal)
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  7. kurocrash's Avatar
    kurocrash is offline
    Posts: 129
    seeing as your guy is more mechanical/kind of scrap metal-y, why not make the structures on him maked of corregated steel/scrap metal rather than what looks like wood & kind of terracotta brick roofs? also they seem kind of disjointed. if that's a rope ladder hanging off the back, i can see getting to that first one, but the rest are all sort of detached & on a slant (even if someone's building on a slant they, will often build as level as possible).
    just some thoughts

    -J
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  8. BluPanda's Avatar
    BluPanda is offline
    Location: Redmond
    Posts: 125
    I may put some metal roofs on the buildings, but i think i would like to stick with wood walls for the most part. I will try to make them as ramshackle as i can. I think the colors of wood would make the buildings stand out more and create a nice contrast. Some of my other reasoning behind that is that id like to illustrate that the people are sort of like barnicles on a whale. The people just sort of moved in, as apose to them moving into existing homes. The sketch is quite rough as you can tell, but i hope to have ladders connecting the houses, which are scattered across its back. a drawing of the back should help..
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  9. Marcus Dublin's Avatar
    Marcus Dublin is offline
    Location: Queens, New York
    Posts: 1,918
    At this point it’s hard to make out what’s what in the sketch but I guess your going for the busy steam punk look. Anyway the idea in itself is solid and should make for an interesting modeling challenge. Check out Howl’s moving castle if you haven’t already for reference: http://prometheus.med.utah.edu/~bwjo...g%20castle.jpg

    Marcus
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  10. BluPanda's Avatar
    BluPanda is offline
    Location: Redmond
    Posts: 125
    Behind schedule a bit. I will hopefully be back on track soon, here is some progress at any rate. Torso area with normal map, and spec just adjusted in the shader. its umm, right around 2100 tri's.



    o forgot to mention, a displacement map is applied in the diffuse channel, just so it doesn't look straight up grey.
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  11. kurocrash's Avatar
    kurocrash is offline
    Posts: 129
    it might be due to the fact that it's work in progress, but right now, the rocky surface looks a lot more blobby than a bunch of boulders attached together. maybe add sort of a 'grout' that cobbles all these rocks together. that way you shape out the rocks & show a bit more stability to the shape. you may have been planning on doing that already but i figured i'd mention it.

    -J
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  12. BluPanda's Avatar
    BluPanda is offline
    Location: Redmond
    Posts: 125
    you know, i didn't even think of that for some reason! But i very much like the idea, and while im not sure i have time to revisit the normal map at this point, i can certainly paint it in between the rocks. Thanks for the great suggestion! I needa get to work!!
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  13. BluPanda's Avatar
    BluPanda is offline
    Location: Redmond
    Posts: 125
    Added some legs. One thing i notice is it seems like he may fall forward, ill fix that eventually, this is enough for this evening though. Also lots of details to add, but just working to get the high poly arms, legs, and back stuff done and normal mapped before i worry about wires and ladders.

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  14. kurocrash's Avatar
    kurocrash is offline
    Posts: 129
    glad to help with the 'grout' idea. i was wondering if you'd know what i was talking about, as at the time, i completely spaced on the word 'morter' (as in brick & morter) lol

    he's coming together. the legs are looking a little feeble under that weight, especially with a giant head sticking out in front. Maybe if you made the feet bigger? but i'd definitely say push the whole knee forward, just to balance him out between the front & back some. i mean he's got that town on the back, but the head is huge & well... rock. right now, he looks like he's about to take a header. also when you make the head smaller, it helps sell the idea of everything else being huge. maybe if you shrank it just a little, it might help both balance him out & give that grandiosity of size.

    also, if you were to add some variety to the symmetrics of the mechanics, i think it might be abit more interesting. more of a patchwork/makeshift sort of thing? but as it is now, the same hinge on each joint seems a little too same-y & nice.

    again, just some suggestions. probably the last things you want to hear as you're getting ready to finish him up. he's looking good though. keep at it!

    -J
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