PlaneShift
Fan Area => Fan Art => Topic started by: radiolarian on May 20, 2004, 09:03:57 am
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This is my version of the Kran.
(http://img67.photobucket.com/albums/v205/Radiolarian/kranblue.jpg)
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Wow, he looks very stone-like. More than the official Kran! But he also looks anorexic! :D My guess would be that if you made his body thicker, and his head smaller, he would look much more like a traditional Kran. Great work! :)
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E.T Go Home :] Sorry Had to he looks like a alien, nice but looks like a alien
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Please post your poly counts and such when you post renders.
The Kran looks really nice
Looking forward to see other work
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looks cool, although I too think he looks a bit alien\'ish =)
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It looks metalic, not stonish, imo.
It\'s too thin, and the fingers are too long. The eyes and lips are kinda weird...
Overall, I think Krans should be crude, not smooth like this one.
But besides these, I think it\'s really great.
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Looks unreal. Better than the original Kran regardless of its build.
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Now, its obvious thats its a great model, theres no doubting that, but imo looks almost exactly opposite of what id expect a kran to be.
I imagine Krans Huge, stupid, bulky, neanderthall, ogre like creatures of the ps world (as is reflected by their stats)
Still good work though obviously =)
(hmm.. I have bigger build than that kran =P
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Its amazing what some of you people can do, I wish I could make something like that! What amazes me more is some of you can do this stuff without being taught it to you!
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Looks much too alien and lifeless for anyone to actually use. Even a non-human creature needs to retain some friendly human traits if it\'s a player character in a game. Things like the lips and fingers just weird me out there. And the vagrant almost hollow eyes aren\'t helping. That looks like it\'d fit right in a Tool video though. Clearly a high-poly render as well, though maybe if we use normal mapping someday that\'ll be good. Oh well, I can\'t do hi-poly stuff, but that looks nice, even if it really creeps me out.
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Thanks for all your comments.
I know that it\'s an unorthodox take from the concept art at the planeshift website but I did not want to make an exact copy of that image. There are a great variety in human shape and forms. Why can\'t there be variety in the shape and form of the other races in Yliakum. I might eventually do a hulk version closer to the art in the planeshift website, but it\'s not a promise.
About him looking alien, I guess I could change the eyes. Although I\'m not sure what kind of eyes would be apropiate. I\'ll also play with the material to make it more stone like.
Androgos: The model is 1950 polygons(quads) using a displacement map from a 2 000 000 poly model. It\'s not meant as a game model.
DepthBlade: It\'s all a matter of practice. If you could check the collected artwork of any artist you would see an steady progresion from their initial work to their current level. Some from very humble beginings. Choose your medium, learn it well and practice, practice, practice.
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Well I have some skill with editing pictures but not in creating, I am good with stick men :P
The only thing I actually have a pretty skill with is media production like music videos/commericials and I have tried my hand at a tv show to in school worked out pretty well!
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OT:
Originally posted by KwartzTheKran
I imagine Krans [...] stupid
Will you guys stop with these prejudices? -_-
This:
Setting section
They are not one of most intelligent races of Yliakum
Doesn\'t mean they\'re stupid. It only means they\'re not one of the most intelligent races! It says nothing about them being stupid or unintelligent!
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The only thing i could see to improve is to make it look a bit more sturdy and strong.
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Who do you think would be stronger: a very large obese man of medium build or a toned, athletic person of a medium build. Id personally put my money on the athletic person.
Size is not a measure of strength. Krans are not even carbon based organisms so whos to say their size will effect strength in the slightest.
I personally think of Krans as being big and bulky but thats not to say they cant also be slim. Just something to think about.
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I think this is closer to what some were expecting. I\'m still undesided about the eyes. In the screen shots they look like glowing red lights. I\'ll post another with the eyes once I come up with a solution I like.
(http://img67.photobucket.com/albums/v205/Radiolarian/kranbig.jpg)
Thanks for any comments.
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Woohoo! -That- looks much better :D Awesome job!
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Indeed these are spectacular.
Think you could take some screenshots of these Kran doing things like climbing or fighting or whatever?
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Awesome! 8o
I think you went a bit too far with the muscles, and that belly thing looks weird.
And it still looks metalic and not stonish, but I really like it!
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Yeah, he might want to dull down that shine a bit.
Other than that, looks really good!
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Now that really is great stuff, as akran player you would be able to feel the weight of stone with a model like that. The emphasis on the shoulder muscles is great and the large forearms give a popeye-esque feel or action over thoughts.
The less saturated skin gives a much more stoney feel and less shine too, really great stuff =)
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Wow! Great work, I love it! :) Please do more! :D
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wow this looks really good. only thing i see that i dont like is the new bigger kran i think needs like a six pack or something b/c the circle thing on his stomach just make me think he is really fat or something. anyway, id really like to see more of your work.
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I might change the circle in the stomach but I won\'t give him a six pack. It looks fat because you can only see it from the front and back. I\'ll keep playing with the material to make it more stonish.
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OMG nice,
I can\'t imagine how some1 can make a 2 million polygon character with 3ds max, maybe it\'s not 3dsmax ... what program you are using ?
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Nightwolf: The first model was done completely in Zbrush. The second one was a combination of Wings3d and Zbrush. Zbrush is the one that allows you to create very high poly models. In my computer which has a gig of ram you can create models of up to 4 millions polys. On a two gig system you could create models of up to 8 million polys.
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What they did @ WETA studio\'s for LOTR, or what Epic is doing for the new Unreal engine is the following:
First they make a low poly model in a regular 3d package like maya or 3dsmax, then they export that mesh to zbrush and turn it into a 2 milion char with loads of details. Next thing they do is turn all that detail into normal maps/texture maps. Then they go back to their 3d program and past those textures/normal maps on the char, looks great, I still need to try it some day :)
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Wow
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*jaw drops*
That second model looks GREAT! Keep up the good work. :D