Tuesday, December 22, 2009

Gaia Semi Final


all most done with gaia... more comments.

I have made the arms big as well as the ass, keep the colors and textures that Briget put in as well. keep some of the proportions that brad did. I think that she is all but done. The texture is not the final, the final will be done by B so it will be colored better. a normal map, and dirty map will be taken for the models that are ether done in z-brush or in mud box.

Will be rig some time next month... when animation beginnings.

yeah rigging mech'n it has be changed a little to accommodate the game engine.

3 comments:

  1. I just wrote a long-ass nit picky critique and my browser erased it. I'll keep this brief and write my thoughts with more detail later.

    I like the model, and the main issue I have with it is I thought we were going for a Dragon Hunters type style. In that movie all the character had a part of the proportions that were pushed further than anything on this model. The hands are big here, but to make it fit in a slightly cartoony world, they need to be huge. Basically what I'm saying is I like the model. It works, it's cool, but it's also still a little too naturally proportioned. We need to get a style guide set, because I'm not positive I'm picturing the same style as everyone else.

    Once we are on the same page as far as style goes, I'll be able to comment better.

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  2. no, i hear you brad, mike and i had this very conversation over the phone after he posted this, lol. it's really my fault-i am really trying to push past my stuff and get some more concept work done. so blame me.

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  3. There's no blame. I haven't done much concept work yet, so I'm not illustrating what I'm thinking. I like what is here, it just doesn't fit what I'm expecting. The style here is fairly realistic, and I'm looking for a stylized character.

    What isn't working for me now, it that all the proportions and just the way it is modeled says "realistic". There isn't a unique style. What makes something cartoony/stylized to me is that every character has some part of their anatomy that is exaggerated far beyond natural means, but still looks right.

    There is a balance between realistic, stylized and too cartoony that I think we still have to find.
    Also the lines of the character have to work. The lines of this character are naturalistic. There need to be some unnatural creases, angles and curves that define the look we are going for. Arc The back more, flare out the arms, grow or shrink the head, use harder angles on the curves, whatever... we need to find a unique style before we dive too far into content creation.

    Basically I think we need more characters before we can consider one done. We need to get some consistency going, and then we will better understand what we are trying to accomplish.

    I think this character is fairly well worked out, and we should come back to it once we have more done. She will be the end of this level if I remember correctly. and be the final impression we leave, so she should kick ass. It may just be me, but I think it's time to start working out the bigger picture, and this will come easier.

    Maybe a map, and environments would help with style. Give us and idea of the world these characters live in. There is so much to think about in this kind of job. It's kinda fun, and kinda frustrating. I'm glad I'm doing it with you two.

    I must sleep now as it is 4am, and I pissed my girlfriend off tonight. I must be well rested to endure her wrath tomorrow.

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