View Full Version : Alien Jedi Model - Concept Art
06-23-2002, 11:42 AM
Had some ideas for a new alien Jedi. Sketched it out a bit, and made a concept model of his head in GMax.
Now at my current skill-level, I won't be able to get this in game any time soon. I wanted to post this in case another modeller who can do this justice becomes intrigued by it :) This guy will be humanoid, his body will be mostly like a human's, but the fingers will be slightly longer and sharper, and he'll have a large spike sticking up from each elbow and knee. His boot heel will go back farther, and be triangle shaped.
If anyone has any interest in this, please let me know :) I'll continue to learn modelling, and if necessary, I'll hopefully be able to do it myself some day, but it'll be a very very long time before I can accomplish that, so I hope one of you skilled modellers will be interested :)
06-23-2002, 11:57 AM
GREAT MAN !! I cant wait for this to come out! :D
Looks like that won't be for a while........:(..... :o
06-23-2002, 12:11 PM
Looks like it will be great model by the the way you described
the rest of it Bradfu. It sounds like a good model idea to me.
Anyway keep up the good work. The head looks awesome man.
06-23-2002, 01:24 PM
Great Head BradFu, but just a suggestion, i would consider setting aside the idea about elbow/knee spike because that could leade to clipping issues...Just a thought
06-23-2002, 01:49 PM
Actually, clipping issues would be minimal at worst. The spikes on the arms run parallel to the forearm, meaning when the arm is completely extended out, the spike doesn't quite touch the back of the upper arm. Similar setup for the knee spikes. They stick up from around the very top of the shins, so when the leg is straight, the spike doesn't quite touch the front of the thigh. The only way there could be clipping issues is if the knees and elbows bent backwards :D
06-23-2002, 03:06 PM
I meant if he was crouching and using a saber, theres a good chance the spikes would impale his arms....
06-23-2002, 03:23 PM
Hmm, yeah I could see that. Probably won't be an issue, though. The knee 'spikes' would only stick up about 4-5 inches high and about 1 inch out (not counting the 1/2 inch or so gap between the back of the 'spike' and the front of the thigh. 6-7 inches out for the elbow 'spikes'.
I'll do some sketching or something tomorrow for the body.
The face may not end up that color, and I'll probably brighten the eyes a bit, because as they are now, you can't tell that they're a touch bigger than they look, the outsides of the eyes are just black. What I'm thinking for this guy's evolutionary history is something along the lines of a rhinocerous (hence the skin and horns). His mouth is behind his chin spike, on the bottom of his chin and upper-neck.
More 'Nameless Alien Anatomy 101' coming soon! :)
06-23-2002, 05:25 PM
this is a model im working on, i only got like 2 hours into it so far, and i work really slow, not ready for critique, jsut posting as example, but it has like armband/glocve thingies that go back around the elbo, maybe this will help to illustrate what your talking about with your spikes on your model.
and this is just a shot of whata ll i have done so far, for no real reason accept i figured id do it while i was at it hehe.
ur lucky to get the head done first, modeling comes pretty easy to me, but i can never do heads, i always get to them as a last step, and jsut cant do it hehe :(
06-24-2002, 02:08 AM
Very cool, FeurGrissa! That's kind of like what it will look like, just slightly longer and pointier :)
If you have trouble with heads, and I have little other modelling experience, perhaps we should combine our efforts? :) I'm going to play around with modelling a body for this guy today, but I don't know how successful I will be.
06-25-2002, 01:51 PM
hehe thanks brad, i used to have a really good tutorial for body modeling, but i lost the link, i remember it was over at polycount though hehe. sorry i cant help more :(
anyhow im trying to get better at heads, i dont know if u have ever seen the low poly/meshsmooth tutorial on that anime charachtor (ya cant miss her, shes nude :) ) but the same guy jsut put out a really in-depth tutorial on head modeling and i figure ill try it out. ive only ever done one tut on heads, and it wasnt that great, so i think if i go look for more i will get better :)
i been working on that model's legs tonight, got em ready almost, but i work so damn slow its not even funny hehe, but speed dont matter to much to me as much as quality, and i like to think im pretty good at modeling... oh well im gonna get back to it, have fun with your model bradfu :)
and check out some tutorials, i know a few people IRL that are awesome at modeling, but ive never been able to learn jack from them, accept for specific questions, tutorials are much better IMO.
06-25-2002, 03:11 PM
here yya go bradfu, this si my first favorite body modeling tutorial :) its kinda lo poly for JK2, but if you are pretty economical with your polies, you can squeeze in an iteration of meshsmooth and still be well within the unoficial limits :)
and here is the anime one i was talking about, very good example for doing female models, with or without cloths :) lol can u imagine this model ingame?
07-04-2002, 03:21 PM
Well, playing around a bit tonight, came up with an alternate concept for this Alien Jedi. First off, though, check out this picture.
What does this have to do with SW? I have no idea. I quite honestly don't know how I ended up with that. Originally I was trying to do a new alien concept. I shaped something that was vaguely human looking for the head, and then suddenly went off in some weird direction, and after a while, I just kept working on it for some reason. I dunno. It's late.
Anywho, I finally realized I was making a bear, and set it aside and went back to alien concepts. Here's what I've come up with so far.
07-04-2002, 04:07 PM
freaky lookin, cant wait. good job
07-04-2002, 11:57 PM
That badly reminds me when in beetlejuice When the bloke deforms his face :D
It's a Jawa without his robes! :D
07-05-2002, 03:36 AM
hey brad fu!
you seem to be the most active guy on these forums and also know abit about modeling, unlike others.
I was wondering if you can tell me how to unwrap a model, so i can make the skins for it? I am currently making a guard, but havent posted any updates on it yet. He will soon take form of the exact version seen in the movies ;) I am using 3dsmax 4.2 and milkshape together. I have tryed many hours to skin the model on my own and just cant get the knack of it. I do however understand it abit more. Is there any standalone programs that you could tutorial me on? Unwrap3d isnt working on my version of max.
07-05-2002, 04:17 AM
I'm still learning unwrapping myself, not very good at it when it comes to complex shapes. I just use the unwrapping tools built into 3DSMax. I plan on checking out tutorials to learn more, you should probably do the same. I'm probably the last guy you want to try to get unwrapping help from :)
07-05-2002, 04:28 AM
Is it possible to make a player model in milkshape?
07-05-2002, 04:39 AM
Yes, I think some people use Milkshape for their character modelling. You will have to get it into 3DSMax at some point, however, to finish it up and get it in game.
07-05-2002, 04:43 AM
bradfu get on msn =OP
07-05-2002, 06:06 AM
oh... So, You're also busy with modelling :) Nice job! Maybe we could help each other if somebody stucks.
07-05-2002, 03:16 PM
the way i UVW map in max is go to the UVW modifyer, then set up a few, one planer map for body, and 5 cylindrical for arms legs and head, then use textporter plugin to save uvw map as a jpg, then paint over it with the skin and apply the material to your object its kinda simple, check http://www.plycount.com for a tutorial on it, i think there is one there. :) also they should have a link for the textporter plugin, which i think is really neat :)
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