beebo44 wrote:Hey Spanex your Ly looks amazing! The only thing I can fault is from side-view of her feet, they're just not long enough. Ly's feet look a bit like stretched socks. (If you know what I mean.)
No, I don't actually. I think they look fine now.
And yeah, the hips are a bit wide. I'll thin them out a little bit in the final design.
Anyway, I refined Rayman's neckerchief. Rayfan, how do you want it? It's stuck to the body so I could send you the body alone.
beebo44 wrote:Hey Spanex your Ly looks amazing! The only thing I can fault is from side-view of her feet, they're just not long enough. Ly's feet look a bit like stretched socks. (If you know what I mean.)
No, I don't actually. I think they look fine now.
And yeah, the hips are a bit wide. I'll thin them out a little bit in the final design.
Anyway, I refined Rayman's neckerchief. Rayfan, how do you want it? It's stuck to the body so I could send you the body alone.
Did you make the neckerchief based off of another primitive? If so you can simply detach the neckerchief by selecting by "elements." If you can't, then just send be the whole torso.
I'm not a hundred percent sure if I'll use your whole neckerchief. I might take parts of it, I might use the whole thing, or I may use none of it. It's sort of a scavenger pick-and-choose game.
I will want to see how your model will look like then
EDIT: Mostly finished Ly's basic build.
Now even while we've discussed/corrected her anatomy here and there, I should note that I want to keep these proportions as much as I can. So lets stay realistic and not try not to be too focused on her original anatomy. The original model has it's flaws and I intend to avoid them.
I'm talking about the oversized head mainly here.
Aaah, and I nearly forget again! Rayfan9876, have you tried the leaf textures I gave to you?
He has been forgotten as much as Antitoons and the Magician have been. They haven't, except I'm not sure if they would fit in the main characters selection. And we already discussed that it may be a possibility to put different skins on characters to as such create a new character with the same movesets as the original one.
Also, Spanex, I can see where you're coming from, but I still think the feet/shoes thing is something to think about together. However, now that you've outlined them more and made them less mountainshoes-like, they're a lot better. The head is fine - better even - as it is now.
Rayfan, if you're okay with it, I'll leave the character concepts and modeling behind me and focus on the environment like I was assigned. Cause I'm way better at that, also because symmetry stuff is still hard for me in 3DS Max. Since I learned to use 3DS max I've been thinking about creating my own little Rayman game so I'll finish my own Rayman model. For now, modeling the environment for Raybrawl will be a good exercise for me.
Lastly, I moved a couple of images to clean my dropbox, so some old concept art won't be viewable anymore. I'll post the most important concept art in this post for now. I hope we can set up some sort of database soon.
Omigod that Buccaneer is TASTY! It's SO good ... it's eyecandy! Eyebuffet - EYE-ALL-YOU-CAN-EAT-FEST.
Erhem.
And the tree sketch is quite marvellous too. Looks like it didn't take too long and still came out as a great pic.
EDIT:
Regarding the feet thing, I know how you see the feet are as they should be - and you're right; this way they look like real feet. However, always liked the ball-nosed shoes she seems to be wearing, so I think that's where the confusion lies. You've made an anatomicly character and fleshed but unclothed character, or maybe you've made a clothed one that dresses differently.
Anyway, if you like it better that way, then you leave it that way. No point in drawing something you don't like as it usually turns out as ship.
PS
I can see lazor shooting out of that Buccanneer already... all-burning heat ray laser of doom sounds like a good thing for a new Buccanneer to have.
Just a general notice here, since I'm leaving on Saturday, I've got a lot of things to prepare, so there's a chance I won't be online on friday; so I won't see you guys again until... gasp... the fifth of November! If this is the case, bye bye and keep this thread in good hands!
I'd love to participate considering i'm studying Game Design this year! (Although it's only basic computing in year 1 orz) I'd love to work with the programming though depending on what language we'll work with. I'm pretty quick learning a new language once I get the hang of it, the ones i've touched on (although not specifically for gaming) are TruBasic and Java, i'll be learning C++ later in the year and even further for games development.
Serza5 wrote:Damn can't beleive I just noticed this.
I'd love to participate considering i'm studying Game Design this year! (Although it's only basic computing in year 1 orz) I'd love to work with the programming though depending on what language we'll work with. I'm pretty quick learning a new language once I get the hang of it, the ones i've touched on (although not specifically for gaming) are TruBasic and Java, i'll be learning C++ later in the year and even further for games development.
So yeah i'd love to work on the team.
And this awesome person also agreed to help me.
My jaw dropped upon that tree concept. I love it. Imma use it.
It somehow feels like I'm the only one really active in here, despite my lack of time.
I just finished the Buccaneer (phew!) I can now convert it into a usable texture.
I was wondering something else too. Can Post-process effects be activated in Cry Engine? I first learned about it in Guild Wars and I just love the stuff. The screen begins to color and warp when you click an alcoholic item (so, you drink it, and the screen gives that effect of being drunk). It's so funny
Spanex wrote:I was wondering something else too. Can Post-process effects be activated in Cry Engine? I first learned about it in Guild Wars and I just love the stuff. The screen begins to color and warp when you click an alcoholic item (so, you drink it, and the screen gives that effect of being drunk). It's so funny
Duh. CryEngine3 has 25 live post-processing effects up and ready to use at any time, plus a whack more modifiable via console variables.