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Thread: Self-Introduction & 3D modeling

  1. #101
    Member
    Registered: Sep 2006
    Location: California, USA
    To be honest, I'm not certain its possible for a single interpretation to appease everyone's idea of what the hybrid should look like. I had a wildly different view of them for years before I looked closely at the texture map, and it's so small and vague that it leaves a lot up to personal interpretation.

    Here, have an inkblot test





    That conceptual bust needs a lot more work (I want to try a different topology) and since it doesn't take much time at all, I think I'll try again from scratch.
    Last edited by Mercurius; 8th Mar 2010 at 00:25.

  2. #102
    ZylonBane
    Registered: Sep 2000
    Location: KC, KS, USA
    Whatever you do, it needs to not evoke this:


  3. #103
    Looking at the original texture your model does look like a good interpretation.

    But people who played the game never saw even the low-res mess that's displayed above. It was stretched over this thing that vaguely resembled a human being. And fortunately that impression fit with the game and hence worked, not in spite of low polies but because.

    Making a hi-res version you don't get that benefit. And that's why I think you need to work more creatively here. A re-imagining that's inspired by the audio, story and atmosphere, more than the original texture.

    And yeah, that means you're on thin ice, because everyone might have a little different vision of the hybrids. But I trust your instinct on this and you should too.

  4. #104
    ZylonBane
    Registered: Sep 2000
    Location: KC, KS, USA
    There's really not that much creative license called for. The hybrids are having their flesh consumed from the inside, being converted to Many biomass. That's why their faces look as if they have the classic symptoms of acute starvation or a wasting disease-- eyeballs sunken into their sockets, fat and muscle disappearing, leaving only skin against bone, etc.

  5. #105
    Member
    Registered: Dec 2005
    Location: Croatia
    You will likely achieve the best effect focusing on the eyes. Make them rounder, less menacing and zombie like, more alive, caught in the emotion.

  6. #106
    New Member
    Registered: Feb 2010
    How about this one? With all due respect to the original creator..



    IMHO I think this interpretation based in the original texture is perfect.. It has more to do with the asymmetric shape and polygons (lack of) given by the original figure in the game what made the hybrid.. the hybrid Btw I wanted to thank you guys for all the work you have done to this piece of art called SS2.. I played this game for the first time more than 10 years ago and barely play any games now..
    Last edited by Violante; 8th Mar 2010 at 20:31.

  7. #107
    Member
    Registered: Dec 2007
    So far, it's an excellent bust, and faithful. What's missing (as others have touched on) is some kind of definite tension between the human and the monstrous elements. It does look horrified, but the features are already so removed and alien that it doesn't make quite the impact it should.

    I don't know if making him pencil-necked and bug-eyed will help this, though. That said, the jaw is a little big and the neck a little thick for a Von Braun crewman. Most of them are basically science personnel, and that kind of neck structure is more common to body builders than to a crew that likely did less physical preparation than today's astronauts.

  8. #108
    Member
    Registered: Jan 2004
    Location: Toronto, Canada
    I'm feeling something that combines the sorrow of the first and the shock of the latter. A blend of these might be close.....


  9. #109
    ZylonBane
    Registered: Sep 2000
    Location: KC, KS, USA
    Hopefully more of the former than the latter. I'd say they're a bit beyond the "shocked" phase.

  10. #110
    Member
    Registered: Apr 2002
    Location: Sydney, NSW, Australia
    Nice work Violante!

    The only issues I have with it as mentioned above are with the neck and the eyes. I'm not a fan of the bright yellow eyes either.

    Here's my horrendous attempt at photo editing;



    The original hybrid texture has the mouth slightly open, but with the horrified expression shown mainly through the sunken eyes, rather than the jaw.

  11. #111
    New Member
    Registered: Feb 2010
    Quote Originally Posted by Livo View Post
    Nice work Violante!

    The only issues I have with it as mentioned above are with the neck and the eyes. I'm not a fan of the bright yellow eyes either.

    Here's my horrendous attempt at photo editing;



    The original hybrid texture has the mouth slightly open, but with the horrified expression shown mainly through the sunken eyes, rather than the jaw.

    If you add the worm that goes along the neck.. then the pencil neck could work just fine.. remember the Hybrid must look frail and somehow vulnerable so it can evoke the feel of pity in the player, without looking like a skeleton but not buff in any way or it will loose part of the essence.. He needs to look like a very sick person or someone who is pretty heavy on drugs.. The wide eyes also gives a bigger range of emotions that fits the speech. It should evoke in the player the feelings of pity, fear and disgust. While the Hybrid should have a look of horror, impotence, frustration, sorrow and desperation.

  12. #112
    ZylonBane
    Registered: Sep 2000
    Location: KC, KS, USA
    Oh GOD these puppet-head variations look idiotic.

  13. #113
    Member
    Registered: Jan 2004
    Location: Toronto, Canada
    MARS ATTACKS!!!!!!!!!!!!!!!!!


  14. #114
    New Member
    Registered: Feb 2010
    Quote Originally Posted by ZylonBane View Post
    Oh GOD these puppet-head variations look idiotic.




    The origninal looked like the gingerbread man and it worked..

  15. #115
    Member
    Registered: Mar 2001
    Location: Ireland
    I assume the texturing isn't finished, because it doesn't look anything like skin?

    And those hourglass-shaped heads look horrible, most certainly don't do that.

    I also agree that the expression and facial features make it look too inhuman.

  16. #116
    Member
    Registered: Jun 2003
    Location: In His hands

    Fishing for updates...

    Just checking in to see if you've gotten back to/made any progress on the Assassin yet.

  17. #117
    Member
    Registered: Jun 2003
    Location: In His hands
    Anything happening on this front?

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