Staying alive new screen shot!!!!
by Travis Wood · 02/28/2006 (8:27 pm) · 22 comments
Hello all
I am here again to present a new shot of a demo
level monster that looks good. Thanks to Adam
& Brian Kirchgessner, they are giving staying alive
a new look on realism. They are the lead artists on the
team and are doing the best by far.So here it is"Evil Dog"!!!!
Tell me how it looks.......now and you all GG staff too.

I am here again to present a new shot of a demo
level monster that looks good. Thanks to Adam
& Brian Kirchgessner, they are giving staying alive
a new look on realism. They are the lead artists on the
team and are doing the best by far.So here it is"Evil Dog"!!!!
Tell me how it looks.......now and you all GG staff too.

About the author
#2
Keep going!
02/28/2006 (8:41 pm)
Nice model. It's good to see you progressing. Do you have a pic of the wire mesh?Keep going!
#3
02/28/2006 (8:43 pm)
No not yet
#4
02/28/2006 (9:02 pm)
That's a scary looking creature Travis, does it have transparent eyes ??
#5
02/28/2006 (11:42 pm)
Wow!
#6
03/01/2006 (2:46 am)
@Evi i think it's supposed to be a skeleton-ish figure. Nice job! Just curious though, is it rigged for animation? Would love to see this beast in action ;)
#7
03/01/2006 (3:59 am)
That's awesome. :D
#8
03/01/2006 (5:48 am)
Looks good. It looks like the UV's are stretching on the feet and in the mouth though.
#9
and if the UV's are streaching, or not, I think it looks good with the streached look on the face and legs.
good luck
03/01/2006 (6:05 am)
I think it looks very goodand if the UV's are streaching, or not, I think it looks good with the streached look on the face and legs.
good luck
#10
03/01/2006 (6:36 am)
The strech look is supost to be their
#11
Doggie looks kinda scary though. Does it bark?
03/01/2006 (6:48 am)
Not to be picky, but can Adam AND Brian be the "lead artist", unless they are conjoined twins?Doggie looks kinda scary though. Does it bark?
#13
That texture looks a little subpar, like it doesn't really reflect anything about where it is and is just a mess of colors that match its normal map. It kind of looks like you could flip around the texture and probably not notice. Consider adding more location-related definition.
03/01/2006 (7:22 am)
Wow. That looks like an impressive model, but I must criticize.That texture looks a little subpar, like it doesn't really reflect anything about where it is and is just a mess of colors that match its normal map. It kind of looks like you could flip around the texture and probably not notice. Consider adding more location-related definition.
#14
03/01/2006 (7:35 am)
The skin is chard and comeing off, Its kinda suppost to be a mess of orginized colors
#15
Evil dog is I think about 2500 polys or a little more
It took me three days to model it,
and it took Adam about 2 hours to UV it,
The texture is nice and simple and yes in some spots it is stretching. Its the way the Uvs were done, we're not using any fancy programs like 3ds Max to UV them. But thats some of the draw backs to using free software, its not bad you just have to work with it.
This animal is fast and smart it relies on heat and smell to find its prey.
They hunt in packs of around 8 or 9, once one finds food it calls to the pack
(Usually your food) They use sound to comunicate.
I will email Travis a wire mesh picture for him to post when I get home from my day job.
It is rigged for animation currently and we do have the waking animation working
@ Phil We're not conjoined (but we are twins), but we are the only ones working on these models and textures. But why we both are the Lead artists, I don't know I guess its one of those Idon't want to hurt the other ones feelings, sort of thing. (Its happened all my life, oh well)
@Travis, We need a few sounds recorded for the howl, I'd like to mix it personally to get it to sound right.
All I need is a dogs howl, a goat, an elephant, and a very high pitched womans scream.
Thats all.
03/01/2006 (9:44 am)
Ok, specs on Evil dog....Evil dog is I think about 2500 polys or a little more
It took me three days to model it,
and it took Adam about 2 hours to UV it,
The texture is nice and simple and yes in some spots it is stretching. Its the way the Uvs were done, we're not using any fancy programs like 3ds Max to UV them. But thats some of the draw backs to using free software, its not bad you just have to work with it.
This animal is fast and smart it relies on heat and smell to find its prey.
They hunt in packs of around 8 or 9, once one finds food it calls to the pack
(Usually your food) They use sound to comunicate.
I will email Travis a wire mesh picture for him to post when I get home from my day job.
It is rigged for animation currently and we do have the waking animation working
@ Phil We're not conjoined (but we are twins), but we are the only ones working on these models and textures. But why we both are the Lead artists, I don't know I guess its one of those Idon't want to hurt the other ones feelings, sort of thing. (Its happened all my life, oh well)
@Travis, We need a few sounds recorded for the howl, I'd like to mix it personally to get it to sound right.
All I need is a dogs howl, a goat, an elephant, and a very high pitched womans scream.
Thats all.
#16
2500 polys seems a bit high considering its a fairly simple model, but not bad on the polys.
I'd agree that the texturing could be a little more locational, maybe more of a change on the spines so it has more visible details.
All I all I'd say its good, though I would recommend taking the criticism a bit better. If you always point to other games that do the same mistakes and defend your work then you'll never grow with the criticism. That doesn't mean you have to take every comment and change your model, just don't put yourself in a position to "defend" your work, thats when rationality goes out the door :)
03/01/2006 (11:34 am)
Nice model... not bad on the texturing. 2500 polys seems a bit high considering its a fairly simple model, but not bad on the polys.
I'd agree that the texturing could be a little more locational, maybe more of a change on the spines so it has more visible details.
All I all I'd say its good, though I would recommend taking the criticism a bit better. If you always point to other games that do the same mistakes and defend your work then you'll never grow with the criticism. That doesn't mean you have to take every comment and change your model, just don't put yourself in a position to "defend" your work, thats when rationality goes out the door :)
#17
Anything below 2500 just looked like crap, the majority of its in the head though.
@Stacey
Hopefully everbody will see first is it running, then walking, I might be able to finish an attack sequence by tonight I don't Know. But once finished I'll send it to travis and he'll post the video.
03/01/2006 (11:42 am)
Well, it was originally at around 5000 polys, and we cut it down from there.Anything below 2500 just looked like crap, the majority of its in the head though.
@Stacey
Hopefully everbody will see first is it running, then walking, I might be able to finish an attack sequence by tonight I don't Know. But once finished I'll send it to travis and he'll post the video.
#18
03/01/2006 (11:46 am)
Wow very nice. Can't wait to see to see it walking :)
#19
meh? >_>
in any case, it's still a tad shiny for a charred dog IMO. I really love the bump map though. Perhaps you could apply a flatter material onto it.
Also, 2500 is a tad bit high, considering if you are going to have a few of these chasing the character. Maybe tone it down to 2000ish? That'd probably be perfect.
03/01/2006 (12:33 pm)
Quote:
Critizism is a godd thing don't get me wrong its just I have been so surprised at how much crap they actually mess up on or cover up in games today, I was just pointing it out.
Quote:
L-- But we figured "hey are you really going to think about its textures when there is 8 or 9 of these coming after you at about 15 mph,"
meh? >_>
in any case, it's still a tad shiny for a charred dog IMO. I really love the bump map though. Perhaps you could apply a flatter material onto it.
Also, 2500 is a tad bit high, considering if you are going to have a few of these chasing the character. Maybe tone it down to 2000ish? That'd probably be perfect.
#20
Its weird on how it uses resources. --Personal Opinion
So I don't know if it makes a difference plus its for next gen consoles, like the 360 and PS3
Oh so everybody knows We used Wings3d to render it, its a simple program but its kind of hard to control the specular levels in it. Thats why the model is so shiny
Its good for low poly modeling as well, Here Download it its not bad.
03/01/2006 (12:38 pm)
Well, Travis is using the A6 engine...Its weird on how it uses resources. --Personal Opinion
So I don't know if it makes a difference plus its for next gen consoles, like the 360 and PS3
Oh so everybody knows We used Wings3d to render it, its a simple program but its kind of hard to control the specular levels in it. Thats why the model is so shiny
Its good for low poly modeling as well, Here Download it its not bad.

Torque Owner Travis Wood