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Forum
Name: mr kite

War General's name:
Chief
Beef

General Specialty:
general beefiness, a tank commander.
arch-enemy of colonel cucumber (pictured on base)

Email: andy@adventuresincommuting.com

Web: www.adventuresincommuting.com

Media: Adobe
Photoshop, Discreet 3dsmax, Pixologic Zbrush
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| Thinking
about animations, characters from movies and listening to theme
music helps a lot to firm up a character design. I usually make
a composite image from sources outside of games prior to concepting
and I always steal details from real life to speed things up.
For example, Beef's unused fusion pistols had tiny barrel sweeps,
the idea for which was nicked from flintlocks and muskets, albeit
restyled. The mech had lots of functional details snagged from
real tanks (smoke launchers, spade for digging it out in wet weather)
and so on. Quite often I write down ideas on my sketches, they're
usually just excuses that come after the drawing to reinforce
the character, or are just grafted on afterwards to elicit a smile.
Sometimes they feed back into the drawing and fire off another
round of refinements, the process is a bit of a muddle. Mostly
the ideas come from the mystical land of Narnia. I generally don't
improvise in 3d because I find things go much smoother and faster
when the ideas have been worked out in advance in 2d. Plus, if
you're still excited by a concept after scratching it out on paper
then you'll be able to see the model through to the end. |
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During
the war, did you ever have any doubts on your design? And were
there any compromises or revisions? |
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| Yes,
I had lots of false starts and doubts. I wish I'd opted for a
more serious design after seeing some of the cool PC and CGchat
entries, but generally, I'm happy with how he turned out. There
are lots of areas that are weak in the final model and I'll focus
on those when I next come to build a normal mapped critter. I've
yet to come up with a plausible reason for the talking golf club...
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Tank
seen from different angles |
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To
get this entry done must have been no easy feat. Tell us about
your working habits? Basically, what's your secret to your apparent
success? |
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| Take
a days holiday when it comes to rendering out the normal maps!
Aside from that - I made a big list of small milestones on a calendar
and whenever I hit a block I took a screengrab and overdrew in
PS to work out the problems. Then I put the workable profile back
into max to speed things up again. When it comes to 2d, I'm fairly
fast anyways, but I tend to force texture progress by flattening
my psd file every hour. Otherwise, it's too easy to fool around
with an un-manageable number of layers, making minute adjustments
no-one would ever notice. Posting small, regular updates for feedback
on a forum is a good way of maintaining momentum. |
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