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Weaver and Glud - lots of images

Submitted by Malus on

Well I finally finished thses guys for my portfolio the other day.

Pretty happy with how they turned out, I have a few things I've learnt to do better for next time too which is always good.

Although I went way over the Sumea comp limit I have a optimised version of 3999 polygons for Weaver that I'm entering in the CGtalk game icon comp so he'll at least get to mix it up somewhere lol.

-----------
WEAVER: 4013 polygons (including staff)
1 x 1024 x 1024 texture for weaver(alpha and some photosourcing)
1 x 256 x 256 texture for staff(alpha used)
-----------
[img]http://www.inkmancomic.com/dean/WIP/weaverpose01.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/weaverpose02.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/weaverpose03.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/weaverpose04.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/weaverpose05.jpg[/img]

-----------
GLUD: 3813 polygons
1 x 1024 x 1024 texture (alpha and a 'little' photosourcing)
-----------

[img]http://www.inkmancomic.com/dean/WIP/beastpose01.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/beastpose02.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/weaverandbeast01.jpg[/img]

Submitted by Brain on Thu, 03/07/03 - 2:41 AM Permalink

That... is feggin' awesome! Really gave those concepts life dude!

Submitted by Pantmonger on Thu, 03/07/03 - 5:03 PM Permalink

Looking great, its got a strange (but good) look to it, cute yet not. The beast looks great, a little funny but thats just because you raised the self illumination and it has no shadows.

Great work

Pantmonger

Submitted by Pointy on Thu, 03/07/03 - 7:08 PM Permalink

had this been in the challenge it would have won

Submitted by Malus on Thu, 03/07/03 - 7:40 PM Permalink

Brain: Flattery will get you everywhere lol. glad you like it man.
Pants: thanks mate, hes meant to be a nomadic loner merchant come hero, pretty much your typical accidental antihero kinda stoof, true about the beast, lazy lighting is me. Why are shadows so dark with max's default lights?
Pointy: you rock buddy. [:P]

Submitted by Doord on Thu, 03/07/03 - 8:37 PM Permalink

Damn cool, I love it. Just one thing the texture size look a little funny. I know it is in side the comp out lined, but because of the size of your beast, and the small character the two look like they wouldn't be in the same game. Because of the higher res of the rider. Maybe you can get some of the object from the steed and add them to the characters map to give them both about the same texture res. Could work, but i think it is out side the out lines of the comp.

Because you were to use One map of each, not one and a half for one and a half one for the other. I was going to add the sword and shot gun to my characters map which would have fit in side the out line of the comp, and help the res problem of having a big steed. Because they could be called apart of the character. which I was thinking about in the design of my model. Which I think you may have over looked, in the design of yours.

cool stuff to, would have like to seen the winner out of you and chris.

Submitted by Malus on Thu, 03/07/03 - 8:56 PM Permalink

I didn't actually overlook the difference in size, its quite obvious lol.
It just wasn't going into a game engine so I thought what the hell used what was given in the comp then I went over the limit and just kept it because hey it looks better and Im entering the model in another comp without the beast.

For ingame work I would compress the riders map size to 512 and keep the beast at 1024, or maybe even 256 and 512 if it was for consoles etc.
The riders map is easily compressed with relitively little lose in detail.

Submitted by Doord on Fri, 04/07/03 - 2:46 AM Permalink

Yeah, But i think the models would had went together better if the res of the two were closer, which I think would have had a bareing on a few voters. [:)] It was also points out by a few poeple here, one of the reason I pointed it out.

Cool model anyway, are you going to do some animation on it??

Submitted by Ninja on Fri, 04/07/03 - 2:51 AM Permalink

very nice work malus.... [:)] i dunno crap about games modelling as much as u guys, that was the second low poly model i have ever built i think i need advice from a QANTM teacher and u too DOORD.... [:D] oh yeah Malus why not give it a kool GI light ? cause ur renders seem a bit dark and also pants' renders, i dunno just a thought maybe im wrong ? [:)]

Submitted by Malus on Fri, 04/07/03 - 2:55 AM Permalink

Sure am animating them [:)].

You are right about the different res, but as I said its not done for an engine, they are seperate models really.
If they were to be in the same game/comp/whatever the mapping would be done in comparison to size.

Submitted by Malus on Fri, 04/07/03 - 9:21 AM Permalink

Chris:
I was rendering it with GI lighting but it was taking too long lol, wanted to pimp it hehe.
As for the images being dark, its wierd they're too dark for you, too light for my friend and great on my system so I guess its just different monitors.
BTW I have a 21" sony trinitron flat screen set to adobe colour specifications so I'm pretty sure my colours are quite accurate but you never know i guess.[:P]

For your second model it was great stuff, just needed a little optimising etc and a bit more time on the texture I thought, great character design though man.
Not that you need it but if you want just send us an email with any questions and I'll be sure to try help with what I can.

Submitted by Malus on Fri, 04/07/03 - 9:25 AM Permalink

Damn chris got me paranoid now lol.
Anyone got a link to a monitor colour setup thingy whatsit? This dark images comment happens alot to me when I post and I want to make sure once and for all its not the screen I shelled out 1200 clams for!!

Cheers ladies and gentlemonkeys.

Submitted by Brain on Fri, 04/07/03 - 10:26 AM Permalink

Far from dark on mine. This lil...uhm... Tatung monitor. Damn thing won't even run my Dreamcast... *grumbles*

Submitted by souri on Fri, 04/07/03 - 11:21 AM Permalink

quote:Originally posted by Malus

Anyone got a link to a monitor colour setup thingy whatsit? This dark images comment happens alot to me when I post and I want to make sure once and for all its not the screen I shelled out 1200 clams for!!

[url="http://www.werbefoto.at/d_base/calibration.htm"]Calibrate your monitor[/url]

Submitted by Ninja on Fri, 04/07/03 - 4:44 PM Permalink

hehehe yeah i went to work and had a look at ur stuff malus it was dark [:)] all our monitors are calibrated as true RGB and some are calibrated at CMYK and are sony monitors too, even mine at home is a mitsubishi 22 inch and still came out dark [:)] i think thats why u mentioned my colours are burning on my texture sheet ? but yeah try to calibrate ur monitor if it needs one you dont wanna get colours wrong [:)]

Submitted by Malus on Fri, 04/07/03 - 6:11 PM Permalink

Just recalibrated and it was pefect already, wierdness going on.
All the monitors here seem to show it fine also and they are calibrated both rgb and cmyk on different machines.

Argh my minds hurting about this one.

BTW, If my monitor is set lighter than yours your textures would look lighter to me not burnt. [:P]

Submitted by Ninja on Fri, 04/07/03 - 7:00 PM Permalink

[:)] yeah dats some crazy stuff hehehe oh wells everyone has different monitor settings just can't tell which is a true image colour [:D]

Also i wish had more time on my hands as well... cause i didn't get to optimise me steed and also tidy up the texture, im stuk wif a lot of projects which pretty much suxors and fun at the same time [:p]

Submitted by redwyre on Sat, 05/07/03 - 10:03 AM Permalink

It looks unlit to me...

and what Gamma should my monitor be? It seems that it's 1.95 acording to this thing o_O

oh, and I forgot to meantion that it looks AWESOME :)

Submitted by Malus on Mon, 21/07/03 - 9:00 PM Permalink

Chris: Know what you mean, Ive got a few things on the go at the moment, still have to upload my new website which has been sitting there for the past month lol.
Also been pretty slack the last 2 weeks, had some freelance stoof I had to do and work of course(shameless excuses bah).

Want comp 4 to hurry up, otherwise I'll get to caught up in personal stuff to enter.

redwyre: yeah it is unlit, well self lit. [:P]
Lazy bugger hey.
No idea what gamma setting you should have man.

Thx for the comment too.

Submitted by Makk on Tue, 12/08/03 - 4:19 AM Permalink

Wow!! I love this one Malus, quality work :)
It looks like something I would see out of a PS2.
I totally love the Glud model

Submitted by Ionized on Tue, 23/09/03 - 9:02 PM Permalink

This looks great Malus! I love the little guy especially.

You have a very vibrant and smooth texturing style. It's just a suggestion, but I think those textures would look even better if you added shadows and specular highlights to them. They seem a little flat at the moment. Like they have diffuse lighting, but no specular or shadows. Ofcourse it really comes down to the style of that you are trying to achieve. I guess what I'm getting at is more the quake3 style of texturing.

Dazking has a good tut on this approach at this site [url]http://www.planetquake.com/polycount/cottages/kingscastle/tute_1.htm[/u…]

Please don't take this as criticism, I really like what you've done! It's very indicative of the style you see in a lot of platformer games. Spyro the dragon comes to mind... but it might just be the purple. Anyway, it's just an idea as to how you could develop your mad skillz :)

Submitted by Malus on Tue, 23/09/03 - 10:54 PM Permalink

Thanks Ionized, agree with the lighting call, but its actually washed out because of the self illuminated texture, got lazy and didn't light it properly. [:(] The actual texture is alot better when lit right.

I have that tut on my drive, I'm an absolute whore for trying to steal everyones skills and techniques boo ha ha, if only I could get Bobo the Seals brain for a day!

I'm glad you think it looks a guy from a platformer game, that was sort of my intention, Final fantasy-esque rpg but with cutesy characters.

Posted by Malus on

Well I finally finished thses guys for my portfolio the other day.

Pretty happy with how they turned out, I have a few things I've learnt to do better for next time too which is always good.

Although I went way over the Sumea comp limit I have a optimised version of 3999 polygons for Weaver that I'm entering in the CGtalk game icon comp so he'll at least get to mix it up somewhere lol.

-----------
WEAVER: 4013 polygons (including staff)
1 x 1024 x 1024 texture for weaver(alpha and some photosourcing)
1 x 256 x 256 texture for staff(alpha used)
-----------
[img]http://www.inkmancomic.com/dean/WIP/weaverpose01.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/weaverpose02.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/weaverpose03.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/weaverpose04.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/weaverpose05.jpg[/img]

-----------
GLUD: 3813 polygons
1 x 1024 x 1024 texture (alpha and a 'little' photosourcing)
-----------

[img]http://www.inkmancomic.com/dean/WIP/beastpose01.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/beastpose02.jpg[/img]
[img]http://www.inkmancomic.com/dean/WIP/weaverandbeast01.jpg[/img]


Submitted by Brain on Thu, 03/07/03 - 2:41 AM Permalink

That... is feggin' awesome! Really gave those concepts life dude!

Submitted by Pantmonger on Thu, 03/07/03 - 5:03 PM Permalink

Looking great, its got a strange (but good) look to it, cute yet not. The beast looks great, a little funny but thats just because you raised the self illumination and it has no shadows.

Great work

Pantmonger

Submitted by Pointy on Thu, 03/07/03 - 7:08 PM Permalink

had this been in the challenge it would have won

Submitted by Malus on Thu, 03/07/03 - 7:40 PM Permalink

Brain: Flattery will get you everywhere lol. glad you like it man.
Pants: thanks mate, hes meant to be a nomadic loner merchant come hero, pretty much your typical accidental antihero kinda stoof, true about the beast, lazy lighting is me. Why are shadows so dark with max's default lights?
Pointy: you rock buddy. [:P]

Submitted by Doord on Thu, 03/07/03 - 8:37 PM Permalink

Damn cool, I love it. Just one thing the texture size look a little funny. I know it is in side the comp out lined, but because of the size of your beast, and the small character the two look like they wouldn't be in the same game. Because of the higher res of the rider. Maybe you can get some of the object from the steed and add them to the characters map to give them both about the same texture res. Could work, but i think it is out side the out lines of the comp.

Because you were to use One map of each, not one and a half for one and a half one for the other. I was going to add the sword and shot gun to my characters map which would have fit in side the out line of the comp, and help the res problem of having a big steed. Because they could be called apart of the character. which I was thinking about in the design of my model. Which I think you may have over looked, in the design of yours.

cool stuff to, would have like to seen the winner out of you and chris.

Submitted by Malus on Thu, 03/07/03 - 8:56 PM Permalink

I didn't actually overlook the difference in size, its quite obvious lol.
It just wasn't going into a game engine so I thought what the hell used what was given in the comp then I went over the limit and just kept it because hey it looks better and Im entering the model in another comp without the beast.

For ingame work I would compress the riders map size to 512 and keep the beast at 1024, or maybe even 256 and 512 if it was for consoles etc.
The riders map is easily compressed with relitively little lose in detail.

Submitted by Doord on Fri, 04/07/03 - 2:46 AM Permalink

Yeah, But i think the models would had went together better if the res of the two were closer, which I think would have had a bareing on a few voters. [:)] It was also points out by a few poeple here, one of the reason I pointed it out.

Cool model anyway, are you going to do some animation on it??

Submitted by Ninja on Fri, 04/07/03 - 2:51 AM Permalink

very nice work malus.... [:)] i dunno crap about games modelling as much as u guys, that was the second low poly model i have ever built i think i need advice from a QANTM teacher and u too DOORD.... [:D] oh yeah Malus why not give it a kool GI light ? cause ur renders seem a bit dark and also pants' renders, i dunno just a thought maybe im wrong ? [:)]

Submitted by Malus on Fri, 04/07/03 - 2:55 AM Permalink

Sure am animating them [:)].

You are right about the different res, but as I said its not done for an engine, they are seperate models really.
If they were to be in the same game/comp/whatever the mapping would be done in comparison to size.

Submitted by Malus on Fri, 04/07/03 - 9:21 AM Permalink

Chris:
I was rendering it with GI lighting but it was taking too long lol, wanted to pimp it hehe.
As for the images being dark, its wierd they're too dark for you, too light for my friend and great on my system so I guess its just different monitors.
BTW I have a 21" sony trinitron flat screen set to adobe colour specifications so I'm pretty sure my colours are quite accurate but you never know i guess.[:P]

For your second model it was great stuff, just needed a little optimising etc and a bit more time on the texture I thought, great character design though man.
Not that you need it but if you want just send us an email with any questions and I'll be sure to try help with what I can.

Submitted by Malus on Fri, 04/07/03 - 9:25 AM Permalink

Damn chris got me paranoid now lol.
Anyone got a link to a monitor colour setup thingy whatsit? This dark images comment happens alot to me when I post and I want to make sure once and for all its not the screen I shelled out 1200 clams for!!

Cheers ladies and gentlemonkeys.

Submitted by Brain on Fri, 04/07/03 - 10:26 AM Permalink

Far from dark on mine. This lil...uhm... Tatung monitor. Damn thing won't even run my Dreamcast... *grumbles*

Submitted by souri on Fri, 04/07/03 - 11:21 AM Permalink

quote:Originally posted by Malus

Anyone got a link to a monitor colour setup thingy whatsit? This dark images comment happens alot to me when I post and I want to make sure once and for all its not the screen I shelled out 1200 clams for!!

[url="http://www.werbefoto.at/d_base/calibration.htm"]Calibrate your monitor[/url]

Submitted by Ninja on Fri, 04/07/03 - 4:44 PM Permalink

hehehe yeah i went to work and had a look at ur stuff malus it was dark [:)] all our monitors are calibrated as true RGB and some are calibrated at CMYK and are sony monitors too, even mine at home is a mitsubishi 22 inch and still came out dark [:)] i think thats why u mentioned my colours are burning on my texture sheet ? but yeah try to calibrate ur monitor if it needs one you dont wanna get colours wrong [:)]

Submitted by Malus on Fri, 04/07/03 - 6:11 PM Permalink

Just recalibrated and it was pefect already, wierdness going on.
All the monitors here seem to show it fine also and they are calibrated both rgb and cmyk on different machines.

Argh my minds hurting about this one.

BTW, If my monitor is set lighter than yours your textures would look lighter to me not burnt. [:P]

Submitted by Ninja on Fri, 04/07/03 - 7:00 PM Permalink

[:)] yeah dats some crazy stuff hehehe oh wells everyone has different monitor settings just can't tell which is a true image colour [:D]

Also i wish had more time on my hands as well... cause i didn't get to optimise me steed and also tidy up the texture, im stuk wif a lot of projects which pretty much suxors and fun at the same time [:p]

Submitted by redwyre on Sat, 05/07/03 - 10:03 AM Permalink

It looks unlit to me...

and what Gamma should my monitor be? It seems that it's 1.95 acording to this thing o_O

oh, and I forgot to meantion that it looks AWESOME :)

Submitted by Malus on Mon, 21/07/03 - 9:00 PM Permalink

Chris: Know what you mean, Ive got a few things on the go at the moment, still have to upload my new website which has been sitting there for the past month lol.
Also been pretty slack the last 2 weeks, had some freelance stoof I had to do and work of course(shameless excuses bah).

Want comp 4 to hurry up, otherwise I'll get to caught up in personal stuff to enter.

redwyre: yeah it is unlit, well self lit. [:P]
Lazy bugger hey.
No idea what gamma setting you should have man.

Thx for the comment too.

Submitted by Makk on Tue, 12/08/03 - 4:19 AM Permalink

Wow!! I love this one Malus, quality work :)
It looks like something I would see out of a PS2.
I totally love the Glud model

Submitted by Ionized on Tue, 23/09/03 - 9:02 PM Permalink

This looks great Malus! I love the little guy especially.

You have a very vibrant and smooth texturing style. It's just a suggestion, but I think those textures would look even better if you added shadows and specular highlights to them. They seem a little flat at the moment. Like they have diffuse lighting, but no specular or shadows. Ofcourse it really comes down to the style of that you are trying to achieve. I guess what I'm getting at is more the quake3 style of texturing.

Dazking has a good tut on this approach at this site [url]http://www.planetquake.com/polycount/cottages/kingscastle/tute_1.htm[/u…]

Please don't take this as criticism, I really like what you've done! It's very indicative of the style you see in a lot of platformer games. Spyro the dragon comes to mind... but it might just be the purple. Anyway, it's just an idea as to how you could develop your mad skillz :)

Submitted by Malus on Tue, 23/09/03 - 10:54 PM Permalink

Thanks Ionized, agree with the lighting call, but its actually washed out because of the self illuminated texture, got lazy and didn't light it properly. [:(] The actual texture is alot better when lit right.

I have that tut on my drive, I'm an absolute whore for trying to steal everyones skills and techniques boo ha ha, if only I could get Bobo the Seals brain for a day!

I'm glad you think it looks a guy from a platformer game, that was sort of my intention, Final fantasy-esque rpg but with cutesy characters.