Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#151
Ahhh it keeps getting better

This is quite minor, but, this 3/4 view of the model reminded me, would it be a problem to make the tail longer? Perhaps as long as he is tall, like in the original drawing?
Also, I think the arms still need some stretching; perhaps long enough for it to touch its knees while standing? If the monster has quadruped animations (something I'd fully support) it'd probably look good with long arms.
Creator of SCP-345, SCP-700, SCP-860 and SCP-966.

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#152
Its looking fantastic Micro. Also it just occured to me that I never posted the model sheet on the forum and that I should have.It also has a doodle of what I think it would look like haunched over.
http://i1075.photobucket.com/albums/w43 ... onster.jpg
and a few other drawings.
http://i1075.photobucket.com/albums/w43 ... teralt.jpg
Hope this helps and maybe spark a few awsome ideas. I cant say I have any criticism keep up the good work.
Email me at [email protected] if you need art done.

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#153
Alright, I've finished sculpting and am feeling pretty satisfied, the arms and tail have been considerably lengthened to hopefully match the original concepts; I'm calling this HPS final unless there's any last minute feedback before I apply the modifiers and work on the Retopology (Low poly Mesh). :)

Thanks for the concept art and modelling sheets Moonsaber, really great looking monster/s and excellent proportioning and muscle + topology shading, seriously made modelling the monster a lot more easy than doing best judgement by studying lots of pictures + trial and error.

Here are the final High-Poly Sculpt screens:
http://i336.photobucket.com/albums/n350 ... c99828.png Front
http://s336.beta.photobucket.com/user/s ... sort=3&o=2 Back 3/4ths
http://i336.photobucket.com/albums/n350 ... 6219f3.png Top-down
http://s336.beta.photobucket.com/user/s ... sort=3&o=4 Side view
http://i336.photobucket.com/albums/n350 ... 17229e.png Program Window random screenshot view.

snipedit
Last edited by Mirocaine on Thu Jan 03, 2013 2:24 am, edited 2 times in total.

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#155
Enma Ai wrote:It's magnificent

I, for one, think 'tis perfect the way it is now. Really great job, Micro, congratulations^^
Alright, awesome, glad you think it looks good. As for animations the monster has reminded me a ton of the 'Deathclaw' mutant from Fallout 3:
http://www.youtube.com/watch?v=BLHutNLUm7I

I think Quadruped mixed with some Bipedal animations would fit great. Another bigger question I'm thinking of is it's textures what color is the monster? Blue-ish? Some slight full body hair? White, brown, etc.. I actually tested brown with it when I saw this inspiring image and it blends in actually very well as a pseudo-tree in DJSaturn's Unity picture (but I kind've failed at the fog blending in the Paint.net layering hence why I didn't upload it here..). I think it'd rather be terrifying for it to blend into the environment so well and have creepy glowing eyes. =)

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#158
Destructoid wrote:Is it possible to make models glow regardless of fog? It would be awesome if 106 s and the monster's eyes could glow instead of their faces being overlayed.
I think it is possible, just make the eye textures a seperate material file and then use programming to override the models eye texture map and make it so that it renders always regardless of Darkness levels.

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#160
Enma Ai wrote:Something that would camo it in the forest would be great, yes... perhaps dark brown and blue. That pic you linked, the creature seems to be made of wood and stone; those textures could also work well with it. Wood, stone and some fur, kinda like the Colossus from Shadow of the Colossus.
Alright, sounds great. I'll definitely share some texture tests with you + Regalis to see how things pan out when I get to the texturing part. I'm locking in the high-poly sculpt now, now onto Retopology (another very difficult part). Basically the High Poly sculpt itself is to show what exactly what an actually entity is in full detail; but it's over 100,000 polygons and is pretty much unsuitable for being used in a game engine performance wise, so now I have to remake the monster over the high poly mesh that's much more optimized for game use.