Artwork > Finished Works and Works in Progress

The Burlap Man

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CowTail:
Well, I haven't really bothered with much since my alien-pig thing from a while back, so I figured I'd try out some video game art.

Featuring: The Burlap Man
This guy has a burlap bag as its head. He's the main character in a side-scrolling game in which he uses tribal weapons to kill off all the cute cuddly creatures in the jungle. Originally I was going to make him just extremely ugly, but what I drew was so hideous that I had to put a bag over his head :P

The reason behind the game's idea is that there are too many games where cute people/creatures kill off ugly mean monsters, so I'm making an ugly person kill off cute cuddly creatures. Makes sense right?

The specs I'm going for are just a general amount for a mid-level game:

* Main Characters/Large Creatures: 2000-2500 Triangles, (1)512x512 RGB head texture, (1)512x512 RGB body texture
* Small/Medium Size Creatures: 500-1500 Triangles, (1)512x512 RGB texture
* Weapons/Props: 100-300 Triangles, (1) 256x256 texture
* Animation Cycles: Walk, Run, Jump, Duck, Idle, Attack1, Attack2
I'll be trying to make everything nice and colorful and creative. Can't say it'd be very original though, since this kind of thing has been done before ;)


The Burlap Man
WIP Render 1 (940 Triangles)

To-Do: Legs, Hands, Interior of Mouth, Pupils, Weapon, Clothing

thecolclough:
sounds awesome, and i really like the character design.  if/when you get it finished, you will remember to post a link here, right?  i want a go on this game 8)

- c

Mactetra:
Dude, that looks awsome! You are probably my favorite anim8or modeler, your models have a special style, that i really like!

I just have to ask, is that a image used for texture or just an anim8or material, and if so, what are the settings in render and material edit?

hihosilver:
Great job there.  As expected, the model has been executed very nicely.  Currently you may want to work on the silhouette of the character, especially around the arms, since the changes are very sharp.  This would require adding more geometry, so it depends on your poly limit of course.
So far the poly placement looks very good though, and I don't see anything that's wasted.

What are your plans for the game?  Are you yourself going to write the game?  Are you modding something? Or is this just for a fun game model?

CowTail:
hihosilver: Thanks! I consider the silhouette most of the time, but there's also the textures that aid in the effect as well. Originally, the character was going to be a ways away from the screen, where such a blocky silhouette wouldn't be noticeably different from a smooth one. However, I reconsidered and thought of some possible gameplay ideas for the sidescroller, and figured I'd add more detail. Besides, his arms and hands are probably the most important parts!

Mactetra: Hah, didn't know I had fans already, I only posted one doodle in the past ;) But I appreciate others appreciating my work, so thanks!

As for your question, the image was rendered using Anim8or 0.97d's AmbientOcclusion feature for the ART raytracer. I'll discuss that further down in my post.

thecolclough: Glad you like it :) I might link up if it ever gets done ;)


The game itself may or may not just be a fairy tale, I don't know if I want to bring it that far. What this project is is just a model pack, really. I just make the art for it under a scenario for a game in development. I think I might be able to do it all the way, but the actual game development, if any, will take place after I do all the artwork and animations for all the characters, creatures, props, and environments. But expect some interesting posts once I get to the texturing/animating :)


The Burlap Man
WIP Render 2 (1680 Triangles)

To-Do: Interior of Mouth, Pupils, Weapon
Alright, up there's an update, got his hands done and added more divisions to his arms, made his little skirt thing.

The left render was done using the ART raytracer. I enabled the AmbientOccluder attribute, gave it a global intensity of 0, and ambient intensity of 4, with a 144 AA sample rate. It took ages to render (approx. 2 hours on a 1.6 ghz 1.75 gb ram laptop). The effect is nice, but is it worth it?

So, later on I decided to go ahead and fake the AO to see if I get better times. I tossed in 9 infinite lights casting shadows with 29 29 29 RGB, 100 percent dark shadows, Soft with 40 radius, Monte Carlo 6-10 samples, (4 lights facing down at 45 degrees, 4 lights facing parralel to the ground at alternate angles to the 45 degree lights, and 1 facing straight down). I also added 4 more non-shadow casting infinite lights facing upwards, 20 20 20 RGB.

It doesn't look quite as good yet, but it's certainly faster at 362 seconds (approx. 6 minutes). I could tweak the scene a bit more and it'll look even more like it.

So my verdict is that it's not worth it to use the RayTracer for AO until it gets some speed optimizations! At least, it's not worth using if you're making pretty little claylike WIP renders like what I'm doing. Not to mention AO means no normals which means you can't crease edges and expect them to show up in the render. Hard/Creased edges are still common in video game art, and I'm using it to make details stand out (though the scanline render highlights some edges that aren't creased--that's the result of having a lot of monte carlo lights with large radiuses...the AO in the ART render shows it as well but is more subtle).

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