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davislim β€” Assassin's Creed Redesign - Beauty Shot

Published: 2012-04-18 11:48:08 +0000 UTC; Views: 106091; Favourites: 2267; Downloads: 30068
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Description Assassin's Creed Protagonist
Redesign of character

9153 Triangles

Concept Art: [link]
Wired: [link]

IT is on KOTAKU... lol
[link]
Related content
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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KillerNoise666 In reply to davislim [2012-12-28 23:16:46 +0000 UTC]

Thank you!!! ^.^

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gao-Accel [2012-12-07 23:37:25 +0000 UTC]

you can do this one for me? [link]

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GomTaeyul [2012-12-02 18:38:13 +0000 UTC]

Looks like Tony Stark in the suit.

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ahmedsobh [2012-11-13 21:22:41 +0000 UTC]

awesome

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I-am-Lapras [2012-11-02 22:26:18 +0000 UTC]

i love the futuristic design good work

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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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tito123123123 [2012-10-09 22:40:43 +0000 UTC]

awsome

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davislim In reply to tito123123123 [2012-10-11 14:26:10 +0000 UTC]

thanks

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EonKid In reply to ??? [2012-09-08 19:40:39 +0000 UTC]

Whoever made this rocks

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davislim In reply to EonKid [2012-09-16 05:30:21 +0000 UTC]

well thats me

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lezisell In reply to ??? [2012-09-05 05:27:42 +0000 UTC]

"ΠžΡ‚ΡΠΎΡΠΈΠ½ ΠšΡ€ΠΈΠ΄ 2048"?

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JD7wynne [2012-08-18 21:24:23 +0000 UTC]

awesome!

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davislim In reply to JD7wynne [2012-08-20 04:25:41 +0000 UTC]

Thank you

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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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davislim In reply to Akasaki-Studios [2012-08-20 04:26:01 +0000 UTC]

Thanks

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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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davislim In reply to fromEON [2012-08-18 06:16:26 +0000 UTC]

Yea... pretty crazy...

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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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davislim In reply to fromEON [2012-08-18 06:16:09 +0000 UTC]

Thanks for critique

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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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davislim In reply to JayMurdel [2012-08-18 06:18:24 +0000 UTC]

whats that?

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JayMurdel [2012-08-13 00:47:31 +0000 UTC]

Quite amazing.

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davislim In reply to JayMurdel [2012-08-18 06:18:29 +0000 UTC]

Thanks

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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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davislim In reply to Pickle-Soup [2012-08-18 06:19:02 +0000 UTC]

hehe Thanks

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StreaMuLaR99 [2012-07-24 08:21:19 +0000 UTC]

AMAZING!!! Look like gundum+Assasin Creed

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davislim In reply to StreaMuLaR99 [2012-08-18 06:18:38 +0000 UTC]

Lolwut...

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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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davislim In reply to andyNroses [2012-07-15 10:26:31 +0000 UTC]

Thankyou

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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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davislim In reply to XOblivion45 [2012-07-15 10:26:44 +0000 UTC]

Thanks

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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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davislim In reply to Mr-DarkBlade [2012-06-23 16:29:51 +0000 UTC]

haha Thanks

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Cittyy [2012-05-14 06:48:43 +0000 UTC]

Yep, that sure will happen in a future. XD

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davislim In reply to Cittyy [2012-05-14 10:35:34 +0000 UTC]

I hope so too

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specklespack [2012-05-12 07:38:40 +0000 UTC]

Hot damn, that's really cool!

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davislim In reply to specklespack [2012-05-14 10:35:43 +0000 UTC]

Thankyou

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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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