Rain concept in 3D WIP.
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posted07/05/2003 07:32 PM (UTC)by
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bleed
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09/07/2002 09:20 PM (UTC)
I'm making the Rain MK6 concept that I came up with in 3D. Im box modeling him in 3D Max 5.0.
High poly face without the mask


Rain WIP


finished modeling, and first step of textures


Almost finished with textures Here
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the_big_fat_chicken
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wouldent it b strange if u got decapitated by a flying hedgehog

05/30/2003 10:15 AM (UTC)
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wow damn i love it, ur a very talinted artist i would like 2 c more drawings. but the full body 3d version looks a bit strange but the head looks pretty mean.
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balkcsiaboot
05/30/2003 10:42 AM (UTC)
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That's awesome. He almost looks like a Roman soldier mixed with a ninja. Very kick ass.
That is very good.
I'm impressed, it's nice to see some actual modelling on here (I'll be learning soon, come September).
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Zentile
05/30/2003 02:40 PM (UTC)
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I had seen the drawing before. It's absolutely kickass.
As the for the 3D model, it's nice, though it does need work.
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~Alucard~
05/30/2003 04:16 PM (UTC)
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I like it allot(the 2d drawing), this Rain would certainly fit in the mk:da character line up, he really looks awesome, looking at it made me think this is a fighter ready to face scorpion in batle.

The 3D art, made me think you are still practising on making 3D models, I haven't got any experience on 3D modeling and I don't know the potential of that program you are using so I really can't comment on that.

wow
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RaMeir
05/30/2003 05:47 PM (UTC)
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I'm coming from LightWave 3D so the terms may be different. If you've a question regarding one just ask.

As you said WIP so I'll hold critiques. Really this is a great start. I don't see any non-planer polys or vertex pinching. The face is the hardest part of the whole model. You of course covered most of that with a mask. wink Everything has been mostly left as quads so that's good, tris can cause problems with sub-division surfaces. I'm guessing that you modeled half the head and then mirrored causing the line down the middle. I would either weld those points together or expand out that column of polygons in the middle.

I don't know if that version of 3D Studio supports nurbs (subdivision surfaces), if it does turn them on and have a look. I'm thinking this model will look incredible since right now you are only using smoothing of the polys.

Remeber, a good model is nice but the textures are what make and break the finished product.

Great work
Wyatt
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MaRcElunbeatable
05/30/2003 06:10 PM (UTC)
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good job thats really cool why can't ed boom and his lazy crew can come out ideas like that? grin
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axeman61
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Why care about people if they're not bloody and on your carpet right now?

05/31/2003 12:03 AM (UTC)
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Hmm... I haven't seen you in a while on here, Bleed. The render looks great and I can't wait to see the final image, if you decide to show it...

By the way, have you tried that 'Greyscale' approach to your drawings in Photoshop I gave you a link to? I want to know if it's a good way to go if I ever want to put my stuff on this board...
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LouisTypo
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05/31/2003 01:24 AM (UTC)
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Very good. I like it a lot! I think your modeling skills are pretty damn nice. I would like to see more.
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Zombie
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05/31/2003 05:53 AM (UTC)
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hey bleed sup,

great pic. i like the drawing better than the
3D pic. but thats probly cuz the 3D one isn't
finished yet.

nice idea for rain, given him a more unique look
than just a normal ninja. kool sword.
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JoRdANMan
05/31/2003 06:51 AM (UTC)
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wow thats aweomse, you always do good
I'm box modeling him in 3D Max 5.0. The program is capable of Photo realism.

I can make the model super detailed, like in the MKDA select screen but I'm making it for my Game Reel so I can get a job in a Video game company.

The game company "High Voltage" told me that they want to see some low polygon real time game models, so I have to keep the polygon count down.

I was making him super detailed at first, but I posted it on a professional 3D forum, and they told me to bring the polygon count down, way down.

I was thinking of doing the straps that are tight on him with texture maps, and bump maps.

I know 3D very well, it is one of my majors in my collage education, so I know how to fix everything. I just put two halves side by side real quick, to see what he would look like at this stage.




And no I haven't tried the shading, then CG coloring technique. I'm happy with the way I do it.smile


I added a link to a high poly head, with and without the mask. It is on my first post.

High poly face without the mask

This is the same link I added to the top.

It doesn't really fit the look of Rain, but that's because I was using the photos of some Hindu guy I found on the net. They were the best I could find.
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LouisTypo
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06/01/2003 06:40 AM (UTC)
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Nice update. I hope you get the job! Good luck man, and have fun. I like it a lot. I love the originality, especially on the mask.

Edit: Hey Bleed, where and how did you learn to draw so damn good?
I went to an academy of fine art in Chicago, and I have been drawing since I was like 4 years old.

The American Academy of Art.

By the way, I'm working on a costume for Ermac. I was wondering what you guys think about giving him a long robe, like Rayden's second costume.

The bottom of the outfit is big like Rayden's, and the top is similar to the Regular MK ninja top.

I want him to look like a master, the leader of a clan. And I don't want to put any armor on him. I want to keep him more traditional / Old school.

What do you think?
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~Alucard~
06/03/2003 01:33 PM (UTC)
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Amazed on your update bleed, your skills are superb.

On the Ermac question: I would like too see some sketches before giving any coment,

But do give Ermac white eyes(or at least not the normal human eyes), because I don't believe he is human(see MKT background story),

wow
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RaMeir
06/03/2003 03:32 PM (UTC)
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What is the actual poly count you are shooting for? Low-poly of course means something different today than it did a year ago.

Beyond that, yeah everything should be done with textures. Avoid procedurals at all costs. There is usually a large amount of memory available for textures but high poly counts will kill frame rates.

I was working on a lizard man character for a game and I think I may have used 2% of the available memory for textures because I kept them really small. It looked great but I had to redesign the character becuase the poly-count was crushing the frame rates.

Like I said this was 5 years ago so 500 polys was way to high. wink I had to drop it down to 300. Within the last 6 months I've created models for games that were 1000-2000 a piece.

What's really cool is with certain engines like the Serious engine that allows for Mip-Maps. Each character can have 5-7 levels of detail from 1000 polys to 35 polys. If you've played Serious Sam then you know what I mean, some of the levels easily have 100 enemies on the screen at once.

Well, I'm rambling, you might want to create multiple detail levels for your character. It'll show even more ability especially if you achieve good results at low levels.

Blahdidy, blah blah blah
Wyatt

Update

I finished modeling him, and started texturing. So far I finished the sword, but I just barely started to texture Rain, so all I have are flat base colors.

I will have him done some time today, with the wrinkles in the cloth, and stuff like that.

I just noticed that I forgot to model the little gold teeth that stick out of his knee pads around the bottom. I will fix that later.

finished modeling, and first step of textures
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RaMeir
06/09/2003 01:43 PM (UTC)
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Looking better. I wouldn't worry about this now since your on a deadline but for the next time, on the sword add one more row of polys. The hilt is a box so it shows up square. This will cancel any smoothing you apply. Instead use five sides. It doesn't add alot of polys but it will allow smoothing to take effect. The only issue with that is some engines don't like anything but tris and quads. Easy to fix, triple everything.

Again good luck
Wyatt
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chance633
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Fear Queen Sindel
I'm back b*tch MK:D
06/09/2003 06:42 PM (UTC)
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You still working on Sindel or is she a lost cause?
Thanks for the tip.

And Yes I am working on Sindel. I have her body done, I still have to model her clothes, and texture her. I will try to finish her by tonight.

I am going for an interview at a game company tomorrow. All I have is 1 low poly character aaak wow . I am working as fast as possible to at least have 2 or 3.

The game company is called High Voltage
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Sub-Zero_7th
06/09/2003 08:39 PM (UTC)
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I must say that it is awesome. I can't wait for more to come!! smile
Another update

He is pretty much finished, just a few things here and there I need to fix. Like in some places you can see a seem in the textures.

I went to my first Job in interview today at High Voltage games inc. It was awesome, I got to talk with all of the top crew.

They told me that they were impressed with my work, so I hope I get the job. They will let me know in around 2 weeks.

Here is the update on Rain

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tgrant
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Project MKK: Coming soon...

Currently working on: MKD & MKA - The One Ring Theory
06/11/2003 10:40 AM (UTC)
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The concept is awesome! I love he design for his costume and everything else. You've done an excellent job!
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RaMeir
06/11/2003 01:29 PM (UTC)
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Great finish. I like what you decided to model and what you just textured, such as the chest plate. I guess you're finished but for that next level look bump maps will add a level of detail that will make it look less flat.

I'm glad the interview went well. I hope 2 weeks brings good news.

Wyatt
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