Title: Space Maween Post by: Bank on July 19, 2007, 03:04:10 PM By the suggestion of fromhell, I've decided I'll post one of my concept pieces for possible use. I am completely incompetent at modeling and skinning, 2d art is really all I have. But I've been told my concepts are alright so I'll throw one up.
(http://i2.photobucket.com/albums/y8/Comiclez/soldier.png) Space Maween, with enough unique qualities to set it apart from a space marine. Probably would focus on the mask and the canisters as points of interest. The weapon would most likely be attached to the end of his right arm and shot like a battle-droid with the one arm straight out while he runs. I've also been told I do decent weapon designs, below is another character of mine (The Cyborg Prince) holding one of my better weapons. I might find some time to do a singular concept for just the gun. (http://i2.photobucket.com/albums/y8/Comiclez/lugerlean.png) Title: Re: Space Maween Post by: << ME >> on July 19, 2007, 04:18:08 PM nice work, being honest I like just the first one.. I hope the programmers help you or let you add that player..
try to use some nice colors for his battle suit, and good details.. ;D Title: Re: Space Maween Post by: kit89 on July 20, 2007, 01:21:55 AM I'll give your space Maween a shot, but would you be able to create other concepts from different angles?
Title: Re: Space Maween Post by: Bank on July 20, 2007, 01:40:46 AM Yes, without much trouble either, I'll get to work.
UPDATE: (http://i2.photobucket.com/albums/y8/Comiclez/maweenback.png) Title: Re: Space Maween Post by: TheMechanicalHand on July 21, 2007, 07:23:51 AM hey,those arent bad i like the second one hope the designers accept them good luck!!
Title: Re: Space Maween Post by: kit89 on July 21, 2007, 04:09:28 PM Thanks for the extra diagrams. When I have spare time, I'll recreate it in Blender. :)
Title: Re: Space Maween Post by: Bank on July 21, 2007, 04:23:37 PM hey,those arent bad i like the second one hope the designers accept them good luck!! Thanks RAAM, Concept art is more or less my forte. These last two were done extremely quickly, if I get time I'll do an extra-detailed version. At the moment however I'm working on an Anarki replacement named Dimokraci. Title: Re: Space Maween Post by: w1zrd on July 23, 2007, 02:45:01 AM The Space Maween looks absolutely superb, especially if focus and attention is given to the mask/canisters as you pointed out. As for the attachable 'arms' it's an idea I find very sexy! Funny thing is, I was replacing a water-filter on my boat the other day and I saw striking similarities with an attachable gauntlet in it :) Have I been playing to much Open Arena lately or what? Here is how the filter looks like:
Title: Re: Space Maween Post by: Bank on July 23, 2007, 04:06:33 PM (http://i2.photobucket.com/albums/y8/Comiclez/maweenmask.png)
Defining the mask a bit more for clarification. Title: Re: Space Maween Post by: << ME >> on July 23, 2007, 07:06:50 PM geat dude, that's really a good draw... I like it, how are u going to develop the arm (the weapon one)??
Title: Re: Space Maween Post by: Bank on July 23, 2007, 09:08:22 PM I'll probably just do a refining sketch of just that arm. It'll be large enough so that the stock will be hidden, and just the "barrel" will be present. His animations should have him fire with just one arm.
Title: Re: Space Maween Post by: w1zrd on July 24, 2007, 10:46:31 AM Will he be shooting fireballs from his @ss? :)
Title: Re: Space Maween Post by: Bank on July 24, 2007, 01:51:35 PM Did I ever imply that he would?
Title: Re: Space Maween Post by: w1zrd on July 24, 2007, 02:49:49 PM Did I ever imply that he would? Was referring to a quote from the movie Braveheart X years ago :)Back on topic: The idea with the attachable weapon arm is really nice, and it would work nicely with the weapon range. Title: Re: Space Maween Post by: kit89 on July 27, 2007, 04:02:00 AM Had some spare time to start working on the Maween.
Having some difficulties around his forehead, trying to figure out what the plates are, and what they are connected too is a bit unclear. :) Title: Re: Space Maween Post by: Bank on July 27, 2007, 05:57:12 AM From what I see it looks great, for the plating (I may just sketch you up a new one) it really is up to your interpretation. The mask should be more or less smooth, but the plating just needs to cover the smooth surface a little bit (if you can understand any of what I'm trying to say)
Really the only pieces of plating that are necessary are the two "eyebrow" style plates that attach in the middle, with one larger one going up and over the head and the two small triangular plates under his goggles. Which, of course, should be perfectly circular. Title: Re: Space Maween Post by: kit89 on July 27, 2007, 06:12:32 AM Done some more modelling and try'ed to make the more defining characteristics of the head more obvious.
Title: Re: Space Maween Post by: w1zrd on July 27, 2007, 07:20:14 AM Nice going kit, look like it won't be to heavy on polys/tris once rendered in higher res.
Title: Re: Space Maween Post by: kit89 on July 27, 2007, 07:38:29 AM Added in some legs.
Title: Re: Space Maween Post by: iLeft.bye on July 27, 2007, 08:46:56 AM o_O looks nice
can you make one eye bigger than the other ? Title: Re: Space Maween Post by: kit89 on July 27, 2007, 11:42:16 AM Quote can you make one eye bigger than the other ? I could... But not going too. :) Update: Added a gunning arm. Bank would you be able to create a diagram of the other arm? Its difficult to figure out what it looks like from the designs. Title: Re: Space Maween Post by: Bank on July 27, 2007, 01:35:33 PM Certainly, and the model is looking beautiful, the only thing I'd say is that the pelvis isn't triangular enough, and the torso is a bit too long. But the mask in connection to the rest of the model is perfectly placed. And, while it doesn't really effect anything, the gunarm is on the wrong side. Also, the rigidity of the model is lost in this last set, it shouldn't be overly smooth. Except for the joints and the mask.
Title: Re: Space Maween Post by: kit89 on July 27, 2007, 03:57:12 PM Update:
Made upper torso length shorter. Made pelvis more triangular. Moved Gun-arm from Left to Right. Made knee guard more pointy. To do: Rigg, Animate, uv-map, texture, testing & tweaking. :) Title: Re: Space Maween Post by: Bank on July 27, 2007, 04:15:56 PM It's looking gorgeous, and I'm in the process of making that detailed sketch of the gunarm. Other than a few minor details that I'm sure will be added later, the only thing I can say about it is that the legs are just a little small. Not necessarily too short, but a little too skinny to support all that upper weight. Either that or the waist section is too long. Other than that, it's a perfect representation of how I imagined it. Bravo.
I will say, the canisters are perfectly executed/placed. Title: Re: Space Maween Post by: << ME >> on July 27, 2007, 06:15:04 PM the legs are just a little small. Not necessarily too short, but a little too skinny I agree. and excelent job. dont forget to use suitable colors.. ;D << ME >> Title: Re: Space Maween Post by: Bank on July 27, 2007, 06:23:43 PM The default color I had in mind would be yellow with red/black trim, fromhell did mention that there is too much blue.
Title: Re: Space Maween Post by: << ME >> on July 27, 2007, 07:01:19 PM thats cool, and suits with the mask, the barrels on his back should have a "radioactive symbol" and keeping that colors.
I was thinking his body details could look like "grunt" on his wings, I dont know if you understand me.. what do u think?? << ME >> Title: Re: Space Maween Post by: Bank on July 27, 2007, 09:31:23 PM I was hoping to stay away from radioactive symbols, I can probably draw up some unique insignia for him. And actually I don't understand what you mean about Grunt. Could you explain it a bit more?
Title: Re: Space Maween Post by: << ME >> on July 27, 2007, 11:06:29 PM I don't understand what you mean about Grunt. Could you explain it a bit more? if you look closer to Grunt's or Gargoyle-Tech's Wings you can see how his skin "sharps" its hard to explain, this happens on his ears, his abdomen and some other parts of his body, like a "lightnig-skin" lol.. --well just an idea-- (I'm a bit drunk here, so..) ;D Title: Re: Space Maween Post by: kit89 on July 28, 2007, 01:24:12 AM Slight update:
Beefed up the thigh armour. If there is anything your not sure about or don't like please crit. :) Title: Re: Space Maween Post by: << ME >> on July 28, 2007, 01:47:59 AM just a little tiny bit of hips... ;D
Title: Re: Space Maween Post by: Bank on July 28, 2007, 02:01:46 AM Indeed, the hips could be a bit wider, and the "belly" part of him could be shortened. We need to make him just a bit squatter, to give the appearance of weight. Feet might be just a bit too long as well, although I kinda like the extension.
Title: Re: Space Maween Post by: kit89 on July 28, 2007, 02:26:29 AM Made Hips slightly wider. Lowered torso. Title: Re: Space Maween Post by: << ME >> on July 28, 2007, 02:37:48 AM I have to say that's a good work.. I like it..
lets wait whats Banks opinion.. nice..!! <<ME>> Title: Re: Space Maween Post by: kit89 on July 28, 2007, 02:05:33 PM Made a stab at his other arm. I think It turned out pretty good. :)
Title: Re: Space Maween Post by: Bank on July 28, 2007, 03:24:41 PM Yes, much better, the arm looks great too, although the hand could be a little larger.
It looks just about right at this moment, the only thing I'd suggest is moving the arms a little closer into his body so they don't look pinned on. Title: Re: Space Maween Post by: kit89 on July 28, 2007, 03:58:15 PM Slight modifications to his left arm:
Increased the size of his hand. Moved the arm closer to the torso. Modified the shoulder pad appropriately. Made the arm joint slightly bent, to look more real, rather than look like a stiff tin can. :) C&C welcome. If all is good, I'll start rigging him, its going to be fun animating this guy. :) Title: Re: Space Maween Post by: Bank on July 28, 2007, 04:07:03 PM Yes, the arm looks much more natural this way, and the gun arm could probably go closer as well, but it looks pretty good the way it is. Would it be possible to move the head down a little lower into his torso, it may be the reason I get an unbalanced feeling from it.
Title: Re: Space Maween Post by: kit89 on July 29, 2007, 01:12:11 AM Lowered the head into the torso slightly. And brought the gun-arm closer into the body. Title: Re: Space Maween Post by: hyp3rfocus on July 29, 2007, 02:25:47 AM great looking work kit89.
Title: Re: Space Maween Post by: << ME >> on July 29, 2007, 05:04:08 AM I really like it.
nice work and nice idea.. good character.!! Title: Re: Space Maween Post by: Bank on July 29, 2007, 10:05:02 AM That did it, it just looks perfect now : )
Title: Re: Space Maween Post by: kit89 on July 29, 2007, 03:59:11 PM Thanks, :)
Tomorrow I'll start rigging him up and maybe get some time to animate him. He's going to be fun to animate. :) Title: Re: Space Maween Post by: Bank on July 29, 2007, 08:02:43 PM Sounds cool, after looking at it a bit more I feel like there might just be a few tiiiiiiiiiny details that could make him look better (and easier to animate I might add)
For the uncovered parts of his legs coming out of the crotchpiece, they look like they bend up into his pelvis, when they should more or less go straight up. (If that makes sense) And then the only thing after that would possibly making the back part of his pelvis-armor flatter/longer. The front looks perfect (triangular) while the back could benefit by being at least a slight trapezoid. Title: Re: Space Maween Post by: kit89 on July 30, 2007, 01:35:20 AM Slight modifications around waist(and lower).
I'm not entirely sure what you mean. By your 2 suggestions.. If you could use the images above to direct me to the exact areas, I could modify it easier. :) Title: Re: Space Maween Post by: w1zrd on July 30, 2007, 03:33:11 AM I really love the way this concept is taking form, really awesome work from both of you. A suggestion would be maybe to make the lowest leg part a tiny bit wider at the base, slightly more triangular shaped? (to me) it still looks like the legs can't really support the upper-body weight. When comparing Y-axis and X-axis the base looks wider in Y. Just my 2 cents, don't know what you guys think...
[edit: I still haven't learned how to spell :)] Title: Re: Space Maween Post by: Bank on July 30, 2007, 04:02:08 AM I've included a quick mockup of hopefully what I wasn't able to communicate earlier. Notice that the area of exposed thigh/upper leg has been straightened out and not as curved at the top, and I very simply illustrated the shape I was intending for the back.
Title: Re: Space Maween Post by: kit89 on July 30, 2007, 06:27:57 AM Update:
Brought the lower legs armour out a bit. Straightened and fiddled around the waist section abit. Title: Re: Space Maween Post by: kit89 on July 31, 2007, 03:29:35 AM Update:
Rigged, now we have a fully working Space Maween! Now all he needs is some actions. :) Title: Re: Space Maween Post by: fromhell on July 31, 2007, 10:03:50 AM Please make sure you dont' do redundant UV mapping like your lizard. That was a pain in the ass to skin :(
Title: Re: Space Maween Post by: kit89 on July 31, 2007, 10:41:07 AM Quote Please make sure you don't do redundant UV mapping like your lizard. That was a pain in the ass to skin Sad I thought that liz would be a pain... Suggestions on improving the Space Maween uv-map would be appreciated when it gets started. I've never been that good with uv-maps, so help on making them better would be great. :) Title: Re: Space Maween Post by: iLeft.bye on July 31, 2007, 12:10:11 PM try to use symmetries and similarities; bind them together. try not to leave dead spaces. bigger surfaces should take bigger spaces. try to keep angles of triangles. seams shouldn't be noticeable.
Title: Re: Space Maween Post by: TheMechanicalHand on August 19, 2007, 01:10:52 AM does anyone know that kickass model be able to be used cause i wannna try ITS TOTALLY SICK DUDE! :cool:
Title: Re: Space Maween Post by: Bank on August 19, 2007, 01:29:07 AM I liked it too ^_^
Title: Re: Space Maween Post by: Bank on October 30, 2007, 06:37:46 PM Hasn't been any activity as of late, any updates?
Title: Re: Space Maween Post by: kit89 on October 31, 2007, 04:21:55 AM Not recently. Kinda put it on the shelf then forgot about it. :(
I'll start working on it tonight. If I can remeber he has been modelled, & rigged. Just needs animating & uv-maps. Title: Re: Space Maween Post by: fromhell on October 31, 2007, 04:42:35 AM cool :) it's nice the swing of oa has returned since i've finally started doing things again as well
Title: Re: Space Maween Post by: pulchr on October 31, 2007, 05:58:53 AM i'm so excited to start my first ever model :)
i just need to get this damned ctf-map done... Title: Re: Space Maween Post by: kit89 on October 31, 2007, 07:45:15 AM I put the model on hold for a while then started working on a new map. Which sooner or later I will release when I'm satisfied with it. :)
It's a mixture of a sewage like system & some sort of laboratory base(similar style to doom3 & Resistance: Fall Of Man). Title: Re: Space Maween Post by: kit89 on October 31, 2007, 11:45:39 AM You know... How do you do the swim animation for what is pretty much a brick? ;)
Title: Re: Space Maween Post by: kit89 on October 31, 2007, 04:11:40 PM Space Maween, is now modelled, rigged, & animated.
I've uv-mapped the head, tho the legs & torso need mapped too. Here's the .blend Title: Re: Space Maween Post by: fromhell on October 31, 2007, 04:16:41 PM I don't think i've ever seen a man run with his legs open and standing still like /\ with heavyness before.
You may need animation references. Title: Re: Space Maween Post by: Bank on October 31, 2007, 04:30:31 PM You know... How do you do the swim animation for what is pretty much a brick? ;) I'd say have him do a super-manesque pose with the gun in front, and have jets from either his feet or back propel him. Title: Re: Space Maween Post by: kit89 on November 01, 2007, 11:14:14 AM Did some modifications to the walk & run anim.
Title: Re: Space Maween Post by: iLeft.bye on November 01, 2007, 11:59:53 AM please dont give up working on the model
it is too good to die imho geometry is fine, animations needs a little tweaking, needs textures :P Title: Re: Space Maween Post by: kit89 on November 01, 2007, 01:23:45 PM Okay I started uv-mapping, tho I cant get my head round the space maweens weapon mount & uv-mapping it.
Also the other uv-maps probably suck... So if anyone can take alook, it would be great. :) Title: Re: Space Maween Post by: kit89 on November 09, 2007, 06:33:07 AM Okay, I finally finished the uv-maps. He's animated and looking good. Now all that needs done is set him up in OpenArena and give him some good textures. :)
Title: Re: Space Maween Post by: pulchr on November 09, 2007, 07:03:11 AM looking good :)
Title: Re: Space Maween Post by: kit89 on November 09, 2007, 08:52:14 AM Yeah I've just exported him out to OpenArena and started fixing a few problems with the tags. He should be ready to go soon. :)
Title: Re: Space Maween Post by: kit89 on November 09, 2007, 10:53:19 AM All he needs now is some good textures. :)
Rename the .zip to .pk3 to use the character in OpenArena. And here's some in-game footage. Enjoy! Title: Re: Space Maween Post by: steauengeglase on November 09, 2007, 11:37:04 AM I love it. :)
Title: Re: Space Maween Post by: Bank on November 09, 2007, 04:16:13 PM It's wonderful to see my concept so well translated to the 3D plane. I'd love to supply some textures, but unfortunately am completely unskilled in that area. I would, however, be willing to chat with someone who'd be willing to do it about how it should go.
On a different note, I can do the voice/sounds for the character as I luckily am skilled in that respect. Title: Re: Space Maween Post by: fromhell on November 17, 2007, 08:53:49 AM You should UVmap before you apply 'mirror'
Also before exporting an md3, temporarily apply any modifiers. They'll freak the normals up in the model otherwise Title: Re: Space Maween Post by: iLeft.bye on November 18, 2007, 03:55:27 AM also dont use render to texture on overlapping uv
Title: Re: Space Maween Post by: kit89 on November 18, 2007, 10:56:51 AM Quote also dont use render to texture on overlapping uv I'm not sure what you mean? Title: Re: Space Maween Post by: Bank on December 10, 2007, 04:49:45 PM It's been a while, any updates? Anything I can do to speed up the process?
Title: Re: Space Maween Post by: kit89 on December 11, 2007, 02:06:17 AM I haven't had time to improve the uv-maps on him. Been busy with other stuff.
Title: Re: Space Maween Post by: fromhell on December 11, 2007, 05:50:22 AM I can do it
I can do it 9 times Just post the latest .blend file and i may do it I *WILL* make the uvmaps mirrored like most of the other models i'll also try to fix those normals issues Title: Re: Space Maween Post by: kit89 on December 11, 2007, 12:19:47 PM Here's the blend file
Title: Re: Space Maween Post by: fromhell on December 13, 2007, 11:54:45 AM I'm half-way done, just reporting progress.
Your gun arm is hard to uvmap :( in addition, i'm edge-splitting where necessary, to give a nice clean cut metal appearance. Title: Re: Space Maween Post by: kit89 on December 13, 2007, 12:52:30 PM Quote Your gun arm is hard to uvmap Sad Yeah it had me stumped for quite a while. Had to manually take it apart, took ages. :( |