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Re: Basilisk Concept Phase

Posted: Thu Jul 18, 2013 2:58 pm UTC
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.


Re: Basilisk Concept Phase

Posted: Thu Jul 18, 2013 9:28 pm UTC
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.


Re: Basilisk Concept Phase

Posted: Fri Jul 19, 2013 3:25 am UTC
by kharnov

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

Image


Re: Basilisk Concept Phase

Posted: Fri Jul 19, 2013 3:13 pm UTC
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


Re: Basilisk Concept Phase

Posted: Sat Jul 20, 2013 12:32 pm UTC
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:


Re: Basilisk Concept Phase

Posted: Sat Jul 20, 2013 11:45 pm UTC
by kharnov

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


Re: Basilisk Concept Phase

Posted: Mon Jul 22, 2013 1:29 am UTC
by Khaoz

Looks good to me


Re: Basilisk Concept Phase

Posted: Mon Jul 22, 2013 1:31 am UTC
by kharnov

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


Re: Basilisk Concept Phase

Posted: Mon Jul 22, 2013 3:25 am UTC
by kharnov

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

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


Re: Basilisk Concept Phase

Posted: Tue Jul 23, 2013 10:00 pm UTC
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.