Author Topic: 3D) ]Klyros  (Read 11961 times)

Dameon

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« Reply #105 on: October 25, 2004, 04:47:11 am »
The head remindes me of those clay worms from Eurica\'s Castle. Anyone remember that show?

Anyway, it does look good. Sorry to be a pain about the head again but the drawing of it in the races page has it with a much flatter face.

(*Edit - Post 300 woot! I\'ve been here far too long to have only posted 300 times...*)
« Last Edit: October 25, 2004, 04:47:48 am by Dameon »

Seytra

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« Reply #106 on: October 25, 2004, 05:54:05 am »
Well, I\'m not entirely sure about the head. Sure, the MB splashscreen suggests it like this, but the 2d image doesn\'t, and this somehow \"feels\" more \"official\" to me, and also, despite the Enkis having less human-like faces, they\'re still way more human-like than this one, and so are all the others (even the Kran are more human-like than the current head IMO ;) ).
After all, we as humans of course have a certain idea of what an \"attractive\" head / face looks like, and this I believe to be the reason for the human-likeness of all the model\'s heads.

This might, however, just require some \"getting used to\", and, apart from that, the current head doesn\'t look bad.

Ah, well, let\'s just give it a dragon-head and all the dragon-human-hybrid-ppl. will be happy as well. ;)
« Last Edit: October 25, 2004, 05:57:09 am by Seytra »

Zeraph

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Update:
« Reply #107 on: October 26, 2004, 12:47:53 am »
Well I have been working on finishing the model & am basically happy with the result:

(Game-Model (Polycount: 1305tri) on the left  MeshSmooth on the right)

I re-did the hands & came up with this:

(Female Klyros Hand)

(Male Klyros Hand)

I figure that the hand will look human only with webbing (& probably claws in the future)  only they need to have use of there thumbs so I suspect they wouldn\'t have webbing on them.

Also I change the feet:

I think this way will allow running & the ability to swim fast & still look sort of what the feet on the website look like....

I still have to optimize & tweak a couple of things...
Also I wanted to add some spikes from the head down the back & down the tail as the default \"Hair Style Mesh\" which will be unchangeable when you select it. Then I need to split it up into different meshes &  current the UV map & then after all that is done, I can start texturing it or Rig & Animate it...

I know it\'s sort of in an unnatural pose but that\'s necessary to put bones on correctly, makes it much much more difficult when surfaces are closer together...
« Last Edit: October 26, 2004, 12:54:08 am by Zeraph »

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

Icefalcon

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« Reply #108 on: October 26, 2004, 02:36:03 am »
Nice hands, I know that\'s probably one of the hardest parts. And the wings are awesome too.

ArcaneFalcon

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« Reply #109 on: October 26, 2004, 02:50:57 am »
Honestly...I think it\'s terrible.  Start over Zeraph.
























Aaaand I\'m just kidding.  :P  Looks really great Zph.  Fabulous work!!  I especially like the new hands and feet.  What\'s with the blank space in the wings though?  Looks like there\'s a bit of blank space under the crest also...

Shadowfalcon

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« Reply #110 on: October 26, 2004, 06:14:20 am »
it looks like he didnt weld the verts on the skin flaps to the wings bone structure. easy to fix.

Zeraph

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« Reply #111 on: October 26, 2004, 06:17:39 am »
Actually I did that on per pus to save on many polies it is welded just MeshSmooth doesn\'t work well with verts welded   in 3 ways...

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

Adeli

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« Reply #112 on: October 26, 2004, 12:32:37 pm »
Well done Zeraph, it looks great, but aren\'t the arms too long? The look like they\'d come down past his knees... I think they would look better shorter. When I stand, my hand comes down to about mid thigh.

I like Red Jelly Beans!

Seytra

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« Reply #113 on: October 26, 2004, 06:55:52 pm »
It\'s reaaly good!

However, there are some mino things:

1) I think the fingers of the male hand are somewhat short and

2) While the arms might be longer than usual (though I can only guess at their length) it might be rasonable, because it\'d be easier to grab things underwater with longer arms, since it\'s less easy to (quickly) get close to something when in water.

3) The spikes at the back look too pyramidal to me, especially further down. I think they should be about the same length to base ratio as the crest\'s spikes.

4) I miss the spike at the back of the lower legs, but that\'s just me. :)

The mesh smoothed version looks really good IMO (apart from the \"unconnected\" areas), and with a texture I thin itll look really beautiful. Well done!

:emerald:

Zeraph

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Ya,
« Reply #114 on: October 26, 2004, 07:13:25 pm »
I haven\'t put the spikes down the back yet so that\'s going to add some polys, actually I was thinking of adding some spikes to the back of the legs also as part of the \"Hair Mesh\" if you want a better renders of the current version check it out here: http://www.geocities.com/lightningseraphim/Klyros.html

actually the male hand\'s fingers are exactly as long as the female (Just with a bend modifier that makes them thicker for some odd reason) & yes I see that the long arms may be to long, I just couldn\'t get the proportions right were the elbow should go. I think I can fix that. (shorter arms = less mass while flying) actually I think the arms are even a little to thick for the Klyros bone structure (skinny arms = less water resistance), also I think the back & chest would be quite muscular compared to the other parts of the body because the Klyros needs the extra muscles to move there wings... The legs are ok, but the arms make the legs look short which is odd... After tweaking some more I\'m going to rig & animate is & see how it looks...

Edit: Oh Btw, Meshsmooth ads 3x the polycount per literation & this one has about 2 iterations so the MeshSmoothed version is 1305 X 3 X 3 = 11745 tri (ouch) but this does come in handy when making a texture, if you use Render to Texture, you can actually make a low-poly version have almost the same shadows as the smoothed one so it may look almost the same only with low-poly. It\'s a nice way to start a texture, you know were the shadows should be & can add detail onto that.
« Last Edit: October 26, 2004, 07:20:13 pm by Zeraph »

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

Kuiper7986

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« Reply #115 on: October 26, 2004, 08:31:13 pm »
everything else looks great except the head. The nost isn\'t supposed to stick out like I said earlier. Now unless your purposely changing then it looks good but if your trying to keep the original design like on the art then get rid of the nose and just make it flat. I\'ll draw a picture later to show you what I mean.
My name is NOT pronounced, \"Kway-per,\" it\'s pronounced \"Kye-per.\"

Zeraph

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« Reply #116 on: October 26, 2004, 09:14:58 pm »
I went for more of the MB loading Screen look:
Quote
Originally posted by Zeraph


probably going to do some more modifications of it but it\'s basically what I hoped the Klyros head would look like... :]
I can\'t seem to get any of the devs on IRC to respond yet, waiting for niber to get on so I can ask him about it... Talad is just to busy.

CB Characters: Zeph Waterfox & Zeraph Waterfox MB: Zph

Seytra

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« Reply #117 on: October 26, 2004, 10:20:25 pm »
Quote
Originally posted by Zeraph
I haven\'t put the spikes down the back yet so that\'s going to add some polys, actually I was thinking of adding some spikes to the back of the legs also as part of the \"Hair Mesh\" if you want a better renders of the current version check it out here: http://www.geocities.com/lightningseraphim/Klyros.html

Oh, I see it now! The hair mesh idea is a good one IMO.
Quote
Originally posted by Zeraph
actually the male hand\'s fingers are exactly as long as the female (Just with a bend modifier that makes them thicker for some odd reason)

o.O In this case, maybe replace the male hand by the current female hand, and make the female one even thinner for the actual female hand...
Quote
Originally posted by Zeraph
& yes I see that the long arms may be to long, I just couldn\'t get the proportions right were the elbow should go. I think I can fix that. (shorter arms = less mass while flying)

True. However, don\'t make them too short, they are still in use so therefore they wouldn\'t degenerate.
Quote
Originally posted by Zeraph
actually I think the arms are even a little to thick for the Klyros bone structure (skinny arms = less water resistance), also I think the back & chest would be quite muscular compared to the other parts of the body because the Klyros needs the extra muscles to move there wings...

Also true.
Quote
Originally posted by Zeraph
The legs are ok, but the arms make the legs look short which is odd...

I didn\'t actually notice, but you\'re probably right.
Quote
Originally posted by Zeraph
After tweaking some more I\'m going to rig & animate is & see how it looks...

I have some ideas for emote-anims.
« Last Edit: October 26, 2004, 10:24:14 pm by Seytra »

Moogie

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« Reply #118 on: October 26, 2004, 10:36:57 pm »
Looks awesome. :) Not happy with the wings being attatched to the tail though... it just doesn\'t work, unless there is also a membrane attatching the tail to the legs, but then you\'d be looking at a creature not suited for walking at all.

To cut down on the polycount, you can do away with the 3D headcrest and just put a flat plane there. The texture applied to it would then use alpha channel transparency to define the spines and the skin shape.

:tup:

Seytra

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« Reply #119 on: October 27, 2004, 12:53:57 am »
Quote
Originally posted by Moogie
Looks awesome. :) Not happy with the wings being attatched to the tail though... it just doesn\'t work, unless there is also a membrane attatching the tail to the legs, but then you\'d be looking at a creature not suited for walking at all.

Why wouldn\'t it work? OK, maybe the tail needs to be a tad thicker in order to hold the wings in place, but otherwise I don\'t see a problem.