Amazing characters, and great style! So pleasing to the eye. Kudos to all the artists involved.
Hey, If you want someone to arrange it… I can… I would love to see it… (and I’m sure others do to… Why would you even say that if you weren’t down for sharing???LOLOL to tease us???
Well… if you want someone who is not lazy to arrange it…Holla at me…lolol
Nice work man.
if you want me to send you the 2gig video files and find a creative commons music track that fits and is almost 20min long, only for the sculpting and already speed up from 12 to 60fps, the retopo files not even counted in yet, well sure
thank you very much guys :o
ok here are some representative wireframes and Textureflats of:
Countrybumpkin Rupert, my favorite character Portrait
[](javascript:zb_insimg(‘188284’,‘baker_wire.jpg’,1,0))
~900 triangles - 1024² texturesheet (though that got scaled down to 512 in the final game i guess)
the texture might seem like a lot of wasted space, but the premise was to have every character use the same texture density, therefore, the biggest dude, with the most surface area used the texturesheet the best. Also Bluebyte wanted to add props and things that relate to the characters onto these sheets, so the texturepage might have changed after we delivered.
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Hi Neox,
very well done uvs and hardsurface stuff are done in 3dsmax i suppose.
I dont like the sheep it does not look quite realistic cause the fur looks wrong in my eyes. The low poly character looks great also the nice texture work.
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These are very nice and clean
first of all, thanks again
@dali.P: well what makes you think it is supposed to look realistic?
Looking at my works, i don’t see pretty much any realistic stuff, everything has its style in it, i’m totally not a fan of realism in general
The fur is a style decision that has been made in the very beginnings of this project, if i would be aiming for realism i’m not even sure a fantasy creature for a game engine (its unreal right now, so all realtime) would be the best plattform to handle that. I guess creating real fur in a offline renderer would be the way to go then, but i doubt that i could get the result as i wanted it with a hairsystem, and in the end it wouldn’t help me creating the lowpoly asset.
It was planned to be very tarted up, representive over styled fur, its a status symbol in their world. It might not be very comfortable, but think of it like medieval representative clothing, it wasn’t very comfortable either.
Of course it would be more wild and messy if it was only supposed to be grown like it does without beeing dressed at all. The idea of having it in rows comes pretty from the first google result when you search for sheep:
http://i.zdnet.com/blogs/sheep.jpg
that as a base was used to overexaggerate it to fit the fantastic world he is supposed to live in.
He is not really a fighter type but could if needed, but as a shaman he wanders around a lot, therefore the legfur is trimmed to be more flexible.
Back to your question: yes the UVs are done in max, the hardsurfaces are done in Max or zBrush or even 3dcoat depending on where i thought it might be easier to do a certain piece
This is really awesome!!! The character deisgn is great.
Keep up the great work!
awesome texturing, i checked your site and you have some great work on it also!
You got a server?? LOLOL I have a 1TB of hard drive space, 2 gigs won’t hurt. I can find a way. hahaha… (I could though).
I would love to put it together, send you the approvals and go from there? If you seriously would like someone to help. If not that’s cool too but I would love to see how you work and put it together for everyone to enjoy.
ahoahoaa! ammazing!!
I really like them all!!!
colors, concep, Style, modeling!!
congrats!!
I’m loving all this, particularly the work on Page 1 & 2. Top row IMO. Great stuff.
Beautiful worx! Love the style and painterly textures!
!
Sorry neox i never say that you should do it with any hairsystem and even than its hard to archieve that kind of look. When im consider that youre sheep char is going to be a character for a unreal mod than i would say you made it well.
Well i wish you best luck and i hope to see more of your nice work in the future.
And may be im the opposite Artist i like to see realistik kind of art such like in most movies and games.
Those are good! Nice style. Very refreshing.
just discovered this thread and all I can tel is just WOW! awesome characters (love the agent on the first page)
thanks again guys
@dali: thats a totally valid point, but maybe this is why i’m bored with most games and movies these days, a lot just don’t have any style, but really thats just my point of view
thanks again
ok as some images of this project have been published lately i decided to publish my stuff too.
Its a project i worked on for Radonlabs in early 2009, i was hired to update an already existing character, due to this, the proportions were already set, so what i did is create a new basemesh with the needed proportions and reworked everything from scratch around that.
I have no final shots from the clients engine, so here is my stuff, i think the hair used softalpha in their engine, for my presentation i used marmoset with hard alpha.
[attach=189805]dude_13a.jpg[/attach]
[attach=189804]dude_08.jpg[/attach]
[attach=189806]dude_08a.jpg[/attach]
During the process the face changed a lot, so the sculpts might not be synched with the final shot i gave the client
Also in early 2009 i did some stuff for Drakensang2: The River of Time for Radonlabs and dtp.
I basicly had to create some new outfits and sometimes haircuts for their Charactersystem
[attach=189802]eilif_02.jpg[/attach]
[attach=189801]arenamaster_02.jpg[/attach]
[attach=189803]quendan_02.jpg[/attach]
[attach=189800]alrico_02.jpg[/attach]
and something very evil, also from early 2009
[attach=189807]kittykat_02.jpg[/attach]
for some sort of cell ringtone evil video stuff but it opened me some doors for filmstuff, which i cannot show yet…
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Nice. I especially like the first knight.
like it alot! really cool design