Possible new character model
by Owen "WDA" Ashcroft · in General Discussion · 07/17/2003 (12:19 pm) · 8 replies
I've been quiet for about 6 months and I'm back and ready to argue with everyone :) anyway back to the point.
I installed Maya 2 days ago and I've been playing it, some of his monster are exactly how I want them, some of it, well frankly isn't
This is very loosely based on Nauris Krauze's Golem from his website (plenty of interesting stuff there nauris.8m.com
Big Image
It's currently at 1500 faces, and still needs quite a bit of tweaking, but as an initial showing I think it's pretty good.
I don't quite see the Golem being the character Nauris suggested, but a normal playable character, capable of picking up bodies and rocks to throw at the enemy, but otherwise using brute strength to crush and destroy all those around him.
So what do people think, both as a first model, and to further improve this?
Owen
I installed Maya 2 days ago and I've been playing it, some of his monster are exactly how I want them, some of it, well frankly isn't
This is very loosely based on Nauris Krauze's Golem from his website (plenty of interesting stuff there nauris.8m.com
Big ImageIt's currently at 1500 faces, and still needs quite a bit of tweaking, but as an initial showing I think it's pretty good.
I don't quite see the Golem being the character Nauris suggested, but a normal playable character, capable of picking up bodies and rocks to throw at the enemy, but otherwise using brute strength to crush and destroy all those around him.
So what do people think, both as a first model, and to further improve this?
Owen
About the author
#2
07/17/2003 (9:41 pm)
I agree with Logan on these points. Especially the skeletal deformation one. The first character I made in max was bust, becuase he didnt have enough available polygons at the joints, and the deformations looked un-organic and akward.
#3
Of course Realm Wars is fantasy, not Myth, so you can do what you like. :)
07/18/2003 (2:38 am)
Mythologically speaking, Golems are made of clay, and so should probably look angular and rock-y, rather than organic. ;)Of course Realm Wars is fantasy, not Myth, so you can do what you like. :)
#4
Oh here is another image, so you can see where the polys lie
Image 1-Image 2
As for deforming, I've been occasionally dropping a skeleton into it and deforming it, it deforms ok
Deformed
I need to add extra polys around the elbow joints to improve the deformation it is bunching a little, but the rest seems ok.
07/18/2003 (3:16 am)
I agree there's a lot of work to be done, it is too boxy at the moment. I know it doesn't look like Gollum, cause it's a Golem. I was thinking rock, and I have to add more angular edges to for that, as I said it is a work in progress, it's pretty light on the polys at the moment, but I wanted input before I began fleshing it out, so thanks for the comments.Oh here is another image, so you can see where the polys lie
Image 1-Image 2
As for deforming, I've been occasionally dropping a skeleton into it and deforming it, it deforms ok
Deformed
I need to add extra polys around the elbow joints to improve the deformation it is bunching a little, but the rest seems ok.
#6
great job Owen
greez deep
07/18/2003 (10:38 pm)
Looks nice, half Gnome half Mech. im intrested to see this with textures ;)great job Owen
greez deep
#7
07/19/2003 (7:45 am)
It has shaped in nicely, Owen:)
#8
p.s. I am looking at this thread because it is on the very first page under art. Not because I am out looking for antique posts.
06/21/2004 (3:37 am)
Would love to see these, what ever became of them?p.s. I am looking at this thread because it is on the very first page under art. Not because I am out looking for antique posts.
Associate Logan Foster
perPixel Studios
The two things that are my biggest concern right now are as follows:
1) The model does not resemble the gollum
2) The models quality is quite low. Please look at the RW Orc or the RW Elf as examples of the quality we need our models to be at (especially for characters type models).
As for improvements:
- Too boxy, needs to look more organic
- Use some smoothing groups, we don't need to see the individual polygons
- Make sure that you build your models (especially characters) with skeletal deformation in mind. If you are unsure how to do this you should consult a number of 3D animation books as they explain the proper use of segmenting on your mesh.
- see above notes about concerns.
Logan