Basilisk (2)

Models and textures for players, weapons and buildables.
Cupside
Modeler
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Re: Basilisk Concept Phase

Post by Cupside »

Hello everybody,

I thought that now that model is 70% and main shapes are done and I need only to work on detail and fine detail, I think is better to work on retopology model, that way I could do UV mapping and reproject model before get all that detail. Sometimes when I do retopo and reproject model, I lost fine details, that's main reason I wanto to do it as early stage as possible.

If you aprove model, I will start with retopo tomorrow.

Another thing I was thinking about was to do a hang out with Khaos (everyone who wants to improve design can join too ;-D) to see model in real time, so he/they will be able to guide me with more details of shapes.

Let me know what do you think about.

See you later.

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kharnov
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Re: Basilisk Concept Phase

Post by kharnov »

I don't know if you'll catch Khaos online at the same time as you since he's in Australia, but if you upload the basilisk model in a general format like OBJ that would work. Then, we can all look at it together and give you feedback that way.

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kharnov
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Re: Basilisk Concept Phase

Post by kharnov »

Here's a shot in case any of you missed the latest state of the basilisk. Amazing work, Cupside!

Image

Cupside
Modeler
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Location: Valencia, Spain
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Re: Basilisk Concept Phase

Post by Cupside »

Hi all,

I modeled a bit more jaws, teeth and head. I tried smooth mask in head but I didn't like and after some ideas my mother said me, ehy, why you dont do like eyelids instead that smooth mask, I tried and I like it.

I also uploaded a decimated version to dropbox, so you can see in realtime model. It has less detail than model I have here because I reduced from 6M polys to 200k, but main shapes are still here.

https://www.dropbox.com/s/mk08lgv2zzete ... imated.OBJ

As I said, if we aprove model I will do retopo before start with more fine details next Monday.

See you later,

Sergio Anes Alcolea

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Anomalous
Programmer
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Joined: Wed Mar 07, 2012 3:51 pm UTC

Re: Basilisk Concept Phase

Post by Anomalous »

The poly count is going to have to be reduced a lot more to be useable in-game, although I expect that the detail will help with the normal mapping. The basilisk isn't huge, and a lot of the detail just isn't going to be seen (except, perhaps, close up).

Still, the detail's good for model shots and for demo purposes. :beer:

Debian and Ubuntu packages (squeeze, wheezy, sid; 12.04, 12.10, 13.04) may work on derivatives

OFFEND! … no, that's not right… ATTACK!

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kharnov
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Re: Basilisk Concept Phase

Post by kharnov »

Cupside, if you make me a nice render of the basilisk posing, I'll use it for tomorrow's weekly article.

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Khaoz
Graphic Designer
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Re: Basilisk Concept Phase

Post by Khaoz »

Looks good to me

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kharnov
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Re: Basilisk Concept Phase

Post by kharnov »

You can keep going with the modeling process, Cupside. The design is approved.

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kharnov
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Re: Basilisk Concept Phase

Post by kharnov »

I featured you on our front page, too. Good job!

http://unvanquished.net/news/66-introdu ... e-basilisk

Cupside
Modeler
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Joined: Fri Jun 21, 2013 11:25 am UTC
Location: Valencia, Spain
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Re: Basilisk Concept Phase

Post by Cupside »

Wow, nice article!
I apologize to not answer you before, as I said you before I had bussy days.

Now I'm working on retopo.

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