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Published: 2012-04-18 11:48:08 +0000 UTC; Views: 106091; Favourites: 2267; Downloads: 30068
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Description
Assassin's Creed ProtagonistRedesign of character
9153 Triangles
Concept Art: [link]
Wired: [link]
IT is on KOTAKU... lol
[link]
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Comments: 473
davislim In reply to ??? [2012-12-23 06:54:12 +0000 UTC]
as long as you credit me, I think it is alright
go for it XD
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fleshmess [2012-10-27 02:59:07 +0000 UTC]
With this design I do love the tecnological concept. the only thing i find annoying is how slim he is. The clothing does appear "tight" in comparison to the predecessor assassin's creed outfits.
Other than that Keep up the good work!
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lezisell In reply to ??? [2012-09-05 05:27:42 +0000 UTC]
"ΠΡΡΠΎΡΠΈΠ½ ΠΡΠΈΠ΄ 2048"?
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Akasaki-Studios [2012-08-18 07:59:16 +0000 UTC]
Its like the two of my favorite games collided into one. A masseffect Assassin. HOT DAMN this was an awesome idea!!!
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Akasaki-Studios In reply to davislim [2012-08-20 05:30:17 +0000 UTC]
welcome! XD its now my back round XDDDD
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fromEON In reply to ??? [2012-08-15 08:51:33 +0000 UTC]
And you definitly getting a watch bro
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fromEON [2012-08-15 08:50:53 +0000 UTC]
Heres a great comment... The body looks like its a kid.... Dont be mad, u just need to make the head a little smaller thats all
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fromEON In reply to davislim [2013-02-08 01:41:03 +0000 UTC]
dude... that was not me... someone was hacking my stuff
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UNMASKEDARTIST In reply to ??? [2012-08-15 02:31:11 +0000 UTC]
best one ive seen so far
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davislim In reply to UNMASKEDARTIST [2012-08-18 06:16:39 +0000 UTC]
Thank you thank you
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naruto1004ful1Draw In reply to ??? [2012-08-13 23:03:04 +0000 UTC]
shall create a drawing with this picture
Bother you?
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davislim In reply to naruto1004ful1Draw [2012-08-18 06:17:13 +0000 UTC]
sure just do it and don't forget to link me
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JayMurdel [2012-08-13 00:50:01 +0000 UTC]
Have you ever considered working with Sergals? You have the talent.
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Pickle-Soup [2012-07-28 17:19:43 +0000 UTC]
sweet idea. Star Wars Theme. Lightsabers and vibroblades
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Starcobra In reply to ??? [2012-07-19 14:57:42 +0000 UTC]
Not bad, looks like Star Wars armor, though I could be wrong.
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davislim In reply to Starcobra [2012-08-18 06:18:53 +0000 UTC]
yea too much reference from there
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andyNroses In reply to ??? [2012-07-11 14:10:01 +0000 UTC]
This is so amazing ! I love the arms ! Awesome work
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XOblivion45 [2012-07-05 07:14:17 +0000 UTC]
i gotta admit i would definately buy this game
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Mr-DarkBlade In reply to ??? [2012-06-07 03:03:20 +0000 UTC]
Whoa he kind of looks like a new Starcraft II character model! Great job!
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megarock1018 In reply to ??? [2012-04-29 11:13:49 +0000 UTC]
How in the world did you do it?! With so little triangles too! I mean thats so awesome! How did you make the smoothness there? When I saw the wire mesh i could not believe it! You must tell!~
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davislim In reply to megarock1018 [2012-04-30 06:40:34 +0000 UTC]
Hmmm...most details are cheated by the painting on diffuse map.
Diffuse map can create illusion for bevels, bumps and such at fixed position lighting. Unless you are going to give these surfaces realtime lighting then you'll need higher poly/normal map.
Distance in rendering also can create the illusion of smooth surface.
I guess it is to understand how lighting cast on surfaces and view distances when modelling to save triangle count so that they can be spent on larger, prominent areas. And also paint desire lighting in diffuse so that it smoothen the real time lighting.
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megarock1018 In reply to davislim [2012-04-30 13:30:25 +0000 UTC]
Hmm.... Yes i was thinking about animating, so i was wondering how you did it, since animating such things in real-time will need a lot more polygons then 9k, but im so impressed by the level of detail of the accessories, even with the number of triangles, how did you get it so low? when I try to model something, it ends up being high-polygon, even the accessories need high-poly, Ive seen your chess guys, and im still wondering how int he world you managed to keep it all under that much triangles!
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davislim In reply to megarock1018 [2012-05-01 08:09:36 +0000 UTC]
Animating/posing a character don't really need high poly...
it is all about the topology of your edge-loops [link] just like how muscle works...
As long joints/bending areas have proper loops and divisions, you can solve distortion during weight painting.
start off small like a simple 6 face cube. Then you start forming the overall silhouette of the object with the topology in mind. Keep them as rough as possible. Use soften edges to help you ignore the hardness. Always look at a distance, and overall view of the whole object even though you only have part of it modeled out.
The last thing will be research and study other people works...
like [link]
a whole thread containing low poly models
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