
New Gas Bag underway!
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Finished roughing and about to start sculpting. Once I'm done sculpting, I must retopo a low poly model and get the normal bake and I'm still not completely finished because I'll need to do the skeletal mesh and animate it. Wish me luck...




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Well, I had to start over because I forgot to apply my mirror during my rough model. Probably for the best, I didn't like the direction the previous model was going. It seemed to skinny and tall to me. I think you will like this one better:
Notice the veins in the back of the head. i will also be adding a little muscle deffinition as well:
The arms will be modeled seperate to allow the creature to explode into pieces when killed...


Last edited by Savage on Sun Jul 12, 2009 4:13 pm, edited 2 times in total.


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Is your screen aspect ratio set up right? That pic of the gasbag you're using as a reference looks much taller than the gasbag model that I see when I look at it in the editor.
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You're absolutely right! That explains everything, I was wondering why my first gas bag turned out the way it did. So tall and skinny, They second one I compinsated by making him a bit fatter on X and Y. Thanks for pointing that out, I appreciate it.


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Well, i think I am pretty much done with the head. I added some details such as creases in the lips and wrikles along the top of the head. Now I must retopo a low poly and apply a normal bake then it is off to the arms.






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Looks pretty damn cool man. I'm not sure how intent you are in remaining faithful to the original Gasbag, but if you look at the Gasbags in Unreal/UT/UT2004 you'll notice they actually have a 5th eye on the top of their heads.
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Fifth eye? I didn't know that. I am trying to stay to the original as much as possible while bringing it to the next generation of gaming. I am willing to make the change if I can without requiring to remodel it. If you could get me a picture of this fifth eye I would appreciate it. Also, the texture on the original gas bag is too distorted to use and a bit hard to make out the texture of the creature. I was thinking a leathery type texture with little specular quality with the exception of the eyes. I am taking ideas of what the texture of the flesh should be like. I will be using a normal, diffuse, specular, and metallic maps. Should it be shiny? Should it be thick skinned or thin with a slight transparency? Should it be dry or slimy? Should it have hair and, if so, where? Should the eyes be glossy? Let me know what you think ( that means everybody.) Thanks!


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Well...my thoughts are...leathery would be good...in keeping with the creature's abilities...a leathery skin that's thin and flexible(it's containing gas...and it's light enough to float)transparent...hmm...what -does- a gasbag look like on the inside? Cool idea...just not sure how it would look. As for the other externals, dry I would think and no hair! Flame + hair = smelly singed gasbag! LOL! I would like to see some animation on the body when you get to that point. It should contract noticeably when shooting out the flames rather than just waving it's little arms about. :)DW_Savage wrote:Fifth eye? I didn't know that. I am trying to stay to the original as much as possible while bringing it to the next generation of gaming. I am willing to make the change if I can without requiring to remodel it. If you could get me a picture of this fifth eye I would appreciate it. Also, the texture on the original gas bag is too distorted to use and a bit hard to make out the texture of the creature. I was thinking a leathery type texture with little specular quality with the exception of the eyes. I am taking ideas of what the texture of the flesh should be like. I will be using a normal, diffuse, specular, and metallic maps. Should it be shiny? Should it be thick skinned or thin with a slight transparency? Should it be dry or slimy? Should it have hair and, if so, where? Should the eyes be glossy? Let me know what you think ( that means everybody.) Thanks!
Hmm...in the original UT, I seem to remember finding gasbags most often in underground areas/caves...so maybe they could have some origin that relates to rocks or minerals...either as veining in their skin or perhaps their eyes could be crystalline or multifaceted?
KKat

Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...