Sunday, March 29, 2009

Using Anatomy


This is the photo reference for the Princess Olem character. It is always necessary to use photo reference as a starting point for correct anatomical form, after this you can use the drawing references to model the rest of the form.

Friday, March 27, 2009

Princess Olem




Through revision of the thumbnail and some various reviews from polycount, the Princess Olem is a Stalker character which allows for a softer direction since the story is set in the future armor has been redesigned to include lighter weight materials and various metals for weapons. I will continue working on the color scheme. and weapons.


Since she is a stalker type she is 5'2
Publish Post

Tuesday, March 24, 2009

Dominance War sketch


OK this is the Warlord type I will be creating a female with heavy armor pistol type weapons, communication device and a sheer glass type cloak. Specifics

Name: Princess Olem
Race: Human Albino
Height: 5'6
Weight: 105
Special Skills: Weapons expert genius level intelligence, hand to hand combat, she fights any and all things!

She is pretty much an overall bad ass.

Sunday, March 22, 2009

Second set of thumbnails for Dominance War

Here are a few more thumbnails I will probably do one more set of six or so before the end of the week or sooner after this I'll have to get one pinned down and start developing the character sheets and modeling. As promised here is the last of the thumbnails. I think I will develop number #2 from model sheet #3 for mock-ups, character sheet and modeling, time is wasting.
But I think it should be called Dominance Peace!

Thursday, March 19, 2009

Entering Dominance War


I am continuing work on the Keeper character but have decided to join dominance war by joining the team with poly count, here are the thumbs of my stalker and Warlord type characters # 1 is my favorite.

Thursday, March 5, 2009

Keeper Skin Base





I have to remind you that this is a low poly model consisting of only 5,185 polygons modeled in max UV unwrapped in Roadkill with a normal map applied that was sculpted in Z_brush , it is primarily an in game NPC model and able to port into game engines like Torque, Unreal and Sandbox as well as others. Currently I am using a cavity map, desaturated normal map and and ambient occlusion map to help with creating the diffuse(color) map. The skin around portions of the character where metal and skin meet will have a scabby type of material added.

The skin and base textures are being placed first I will update the progression of the texturing operation.