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New rant model; WIP. inspired by +OPTIMUS'+ work.

Started by {7}wrath, June 18, 2009, 05:22:30 AM

{7}wrath

#60
I have begun the teeth!

An upper jaw full of them! I have a question for all of you: should I mess up the model a bit and make it asymmetrical and therefore more alien and scary? (If I do, it will be after all of the other edits.)

Demolution


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Quote<Timbo> posting on the trem forums rarely results in anything good

+ OPTIMUS +

success is the ability to go from failure to failure without losing your enthusiasm

+PICS+

Nux

Very cool model. Me likey much much.

Be careful with that asymmetry if you decide to go for some. It can make it look more natural but it can also make it look ugly if not done properly. As I see it, all pretty things have a kind of symmetry in them and if it's not reflectively symmetric it needs to have some other kind of pattern to it. For example you could have the messy irregular details of the skin very evenly spread and similar shape throughout (making sure to keep it small so as not to change the overall shape).

{7}wrath

Yay, nux commented on my thread!  ;D
Thanks for the tip, I'll take asymmetry carefully.

{7}wrath

Now with lower jaw goodness:

And a full view, of all the cumulative progress:

mooseberry

I think the tyrant would fall over on its face.. I don't see how the back could possibly support the front. The "torso" should be on top of the lower part, not attached in front of it.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Archangel


{7}wrath

Moose: I went from the assumption that the tyrant was not a centaur, but some sort of centipede thing that reared up on its hind legs.

mooseberry

So you think after he is done fighting he will go back to walking on his front "arms?" First of all he would not be able to walk on those blades, and the structure of his upper torso clearly implies that the muscles were developed to hold his head up high along with the rest of the top of the body. I don't really see him chaging down to a centipede. Anyway, what I was saying is that currently it looks like he has 2 different body parts, the front and the back and they have been super glued together. The two parts should flow into each other better, preferably by the lower part of the back section coming forwards more to support him.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

{7}wrath

I agree that it currently looks like he has two parts glued together, but the look I am going for is that of a sinewy, flexible creature. If you look at the most recent side veiw, you can see that the torso has a sort of an S-shaped bend to it. If it/he were inflexible, how would it eat it's prey? I was thinking that for the charge animation it actually would drop down on all 8 appendages, but I'm not sure about it now..

+ OPTIMUS +

excellect idea for the charge.
or... you can also reverse it, so if he charges it "stands" up to 6 legs, otherwise it is "crouching" to provide the almighty 400HP defense system.
success is the ability to go from failure to failure without losing your enthusiasm

+PICS+

{7}wrath

I thought it would make more sense for him to be standing up in combat. That way he would be more intimidating and it would explain the larger hitbox and slash height.

+ OPTIMUS +

slash range is for the huge asymmetcic bionic scythe :-)

well ofc charging should be more "safe" so it would be the "crouching" position so you are right.

i'd really enjoy if aliens would have different hp/speed/heal rate/etc while having different 'stances'. (=secondary attacks/wallwalk/buildings under construction)
success is the ability to go from failure to failure without losing your enthusiasm

+PICS+

{7}wrath

I've been working on sketching out the new polygonal structure:

Experienced modellers, please don't heasitate to point out flaws in the flow. (I'm looking at you, Redsky.)
EDIT:
do you think this is too highly detailed? (too many polygons already?)

{7}wrath


Way too many polys, I know. It probably never will get into Tremulous (On ioquake at least..)

your face

Looks nice. ;)

The legs, though, still look like they need to be more jagged to fit with the arms.
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I think that tremulous should use a more powerful grafic engine like the Xreal porting of Tremfusion...

Archangel

.              .              .             

mooseberry

Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Nux



I'm really liking how this looks. :D It made me want to mess around with it.



It's just a quick edit but it might give you some ideas. :]

I don't actually think the sharper head or the belly on my edit is better, just different. You might want to try spreading the front legs slightly (like I've done) to make it look like they're supporting more weight.

Keep up the cool work!

{7}wrath

I am here to prove to you that progress is indeed taking place:

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Archangel

toothless old tyrant telling stories to all the little dretchies in base.

{7}wrath

Yep, I removed the teeth for the retopology. (Jeez, I need to stop replying and start working!)


Repatition

amazing rant/but is the poly count low enough for trem,if not be cool to make animated short for trem!

{7}wrath

That was exactly my plan, actually.
The polycount is far to high for trem. The head as it is by itself has about as many polys as the entire ingame rant.

Odin

Who says you can't decimate the final model to get it under the 1000 poly limit? Keep the high-poly though, for when something does happen with the renderer.

What you can do as a demo is modify the maximum poly count for models in the source code. It would be cool to see a high-poly model in a q3 engine. Make sure you enable specular lighting for extra effect..