2 Next
Topic: Model WIP critique welcome
Varias's photo
Thu 05/27/10 06:06 PM

the main issue not is getting the legs right, i may delete them and redo it ha. but the jaws are blunt and simple, for the worker caste doesnt need much. Stubby up the body for sure aswell


Well, if the hunter is somewhat of a scavenger, why not split the snout into two, and have a massive lower jaw? Or two jaws, but a lone jaw would be more powerful/intimidating. This way it can still defend itself and hold objects, or hold two objects, making them more efficient.

Also what genre of game is it?

Emily1990's photo
Thu 05/27/10 06:45 PM
Edited by Emily1990 on Thu 05/27/10 06:46 PM
its a horror survival, and this is a worker, it swallows food into a storage organ and bring to the hive. the hunter is very thin with razor edged jaws and piercing tongue section. hunters are in small packs accompanied by workers, they form the basic foraging group of a hive

begane the model as a hunter than decided to move it to worker for the sake of neutral base model to work with

Varias's photo
Thu 05/27/10 07:20 PM
Oh, I see now. Sorry about that. What platforms are you releasing on?

Emily1990's photo
Thu 05/27/10 07:23 PM
pc, and if its seen well enough il do consoles, nut consoles take 30% of your profit so im refusing to begin with them

Varias's photo
Thu 05/27/10 08:02 PM
Well the benefit to say, XBox Live Indie Games is that you have direct frontage for your game. Much with the same for Windows Phone Series, Android, iPhone, etc. Yes, you still have to advertise, but you don't have to worry about hosting and you always have a chance of "off the street" trials.

Emily1990's photo
Thu 05/27/10 08:29 PM
it isnt a advantage when you own your own servers to host the files, websites etc for purchase, demos, etc. haha i got it covered without loss of profit, sorry i just plan ahead alot laugh

Varias's photo
Thu 05/27/10 09:02 PM
Which is indeed a boon, owning your own servers has its ups and downs as well. What I'm trying to get at is that hosting programs such as Steam, XBLIG, Android Market, etc pays for itself. It costs minimal to sign up, if anything at all. And for a fair cut of the gross price, you get basically a small amount of advertisement, and potentially even more via word of mouth through the service. If you intend to make money off of the game, you'd be doing yourself a great disservice not to use these mediums on top of your own methods of sale.

Emily1990's photo
Thu 05/27/10 09:04 PM
as i said above, start selling, and IF it goes well, spread everywhere possible. obviously begin with the pc station clients (steam and all), etc. but i am seeking maximum self profit before i start having to share haha laugh

Varias's photo
Thu 05/27/10 09:23 PM
I suppose that's a very conservative approach to it. Definitely excited to see some screen shots!

Emily1990's photo
Thu 05/27/10 09:45 PM
can do, after i finish this model i can script enemy ai, the first aberrant ^^

Varias's photo
Thu 05/27/10 10:13 PM
Do you have an engine built already?

Emily1990's photo
Thu 05/27/10 10:19 PM
im using a modified version of dark basic engine, im a new indie designer i cant afford amazing stuff. but so far its working amazing for my needs and running smooth ^^

Varias's photo
Thu 05/27/10 10:25 PM
I see. I don't have much experience with Dark Basic. How is it in terms of language?

no photo
Fri 05/28/10 06:40 AM

pc, and if its seen well enough il do consoles, nut consoles take 30% of your profit so im refusing to begin with them


I hope you release this on the Atari 2600, I refuse to upgrade.

Emily1990's photo
Fri 05/28/10 03:24 PM


lengthened the legs, refined a few details, mostly poly optimizing for sake of ingame quality, bones are ready under it. working on feet trying to decide what works.

any ideas for feet or torso improvements? hard to make a limbless front look good haha

Varias's photo
Fri 05/28/10 11:53 PM
Maybe a broader head? From the front, the legs kind of take most of the visual real estate.

krupa's photo
Sat 05/29/10 11:40 AM
Yo girl. I used to do research and paintings for the museums of Natural History.

Small thing to consider. weight balance. To make these puppies anatomicaly feasable consider one of the following.

Smaller head. (will make the body look bigger)

Drop the keel(collar bones) a bit. (will make it appear more muscular)

shift femoral attatchment forward slightly (equalize weight distribution over the balance fulcrum)

or elongate the shins while inching the feet forward. (long shins are indicitave of high speeds)

any of those will contribute to proper balance for bipedal frames.



Yes...I am a dork




PaPaBearBPcf's photo
Sat 05/29/10 08:58 PM
That's a view of 3dstdio max isn't it. Or is it maya. been a while took classes in modeling in 2005 through 2007.

Emily1990's photo
Sun 06/06/10 12:12 AM
Edited by Emily1990 on Sun 06/06/10 12:13 AM
sorry for the delay everyone, and thank you very much for the input krupa, i have been getting my butt kicked. a little word called project creep hit me and had to revamp the model. the whole anatomy balance thing hit me as you mentioned and i noticed the design was more of a armored sprinter design which was not the target even for the soldiers haha. So i have since done alot of work and decided to use a "velociraptor-esq" anatomy, i made a long slender tail ending with the bioluminescent tips, and greatly thined a few regions. so when i get a bit more cleaned up (i have some sloppy poly edgeflow going that i must fix, would be so embarassed to upload that!) then il post the revamped cleaned up new hunter design for critique. in my head it seems like a great idea ^^

doing hunter first since i cant resist the slender killer of speed being the base mesh model haha.

2 Next