Are you a modeler?
Are you a modeler?
Would anyone interested in modeling some monsters for me if I provide the concept art? Hmm? Hmm?
Don't mind either way... isos might be useful for a general sense of depth etc. If you'd rather mail them direct, it's fooli@ (this domain name :) ) Or if you post them here, maybe a few people could have a go and we'll have five versions of whatever you're looking for, all slightly wrong in various ways :)
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- lucifer1101
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Next, some hints on:
- how close-up players will see it
- how you might want to texture it: would it be ok to mirror it L/R or do you want unique patterns on each side, for example
- how it moves (more like a lizard or an ant? Fast and nimble, slow and sluggish?)
- what it'll do: if it's wildlife, you don't have too many options (standing, walking, running, eating etc). If it's a player model you might want to think about attacks and that
Oh, and just one eye, right?
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- how close-up players will see it
- how you might want to texture it: would it be ok to mirror it L/R or do you want unique patterns on each side, for example
- how it moves (more like a lizard or an ant? Fast and nimble, slow and sluggish?)
- what it'll do: if it's wildlife, you don't have too many options (standing, walking, running, eating etc). If it's a player model you might want to think about attacks and that
Oh, and just one eye, right?
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My intention was that this creature is the larval state of another monster. (Lol, Universal Pokemans!) I have the min zoom settings on Atrophaxia set to 15, but the default is 30. I'm not sure if this is a question, but if so, I'm not entirely sure how to answer it.- how close-up players will see it
The most symmetrical creatures in nature often mate the most,... hence symmetry relates somehow to our attraction to any object. I would prefer a mirrored texture.- how you might want to texture it: would it be ok to mirror it L/R or do you want unique patterns on each side, for example
Six legs and prehensile tail, I would say that this creature would move pretty muchly exactly like a scorpion.- how it moves (more like a lizard or an ant? Fast and nimble, slow and sluggish?)
Aside from the general wildlife or player actions, I don't think that there is anything special I'd like it to do. Just all the standard actions with the creature randomly raising it's tail and clacking it's pincers.- what it'll do: if it's wildlife, you don't have too many options (standing, walking, running, eating etc). If it's a player model you might want to think about attacks and that
Yeah, just one eye. I figured eventually I would try to texture it to appear as a compound eye or something.Oh, and just one eye, right?
Well, it's not that hard when you've been doing it for years. Start with a primitive shape closest to what you're trying to make - in this case a cylinder; experience and a bit of trial and error tells you how many segments it needs, then it's just a case of scaling bits in and out to create the body; taper one end to create the tail; feck about at the other end to create a head shape. After that, pick a couple of spots for the legs, chamfer a vertex or two to make some appropriate starting points; extrude them as their own little cylinders, and then scale those points to create the leg shapes...
What takes the time is the final tweaks: because this is going to move, the mesh has to be designed to deform properly on animation (something I'm still not particularly good at). And then it needs mapping and texturing. And then some sort of skeleton needs to be created so it can be animated. And then it needs animating. Oh, and the LoDs will need doing. But yeh, the initial "concept" stage is usually pretty quick :)
Bit more detail added this morning, plus a crappy pose:
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What takes the time is the final tweaks: because this is going to move, the mesh has to be designed to deform properly on animation (something I'm still not particularly good at). And then it needs mapping and texturing. And then some sort of skeleton needs to be created so it can be animated. And then it needs animating. Oh, and the LoDs will need doing. But yeh, the initial "concept" stage is usually pretty quick :)
Bit more detail added this morning, plus a crappy pose:
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Last edited by Fooli on Fri May 11, 2007 9:57 am, edited 2 times in total.
I believe I envisioned this critter to be kinda soft and leathery, without much of an exo-skeleton. Kinda think of him as a larval termite. I'm just gunna tell you to go with what you feel is right. By the way, your skills are supreme! Just thought of something though. Would it be better to just remove the eye from the model so that alternate skins could be able to make the creature a little bit more varied? I'm just a novice I don't really know what works best yet. :-p
That would fall into the "how close will it be to players" sort of question I asked above. Yes, you could do without modelling the eye and just do it in the texture, giving you much more flexibility. But close-up it'll look rubbish - flat and, well, flat :) Up to you though. Here's a slight tweak or two, with the mesh prepped for vaguely compound eyes...
And here's the same with the poly outlines showing, for anyone who's interested in such things:
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And here's the same with the poly outlines showing, for anyone who's interested in such things:
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