Tell me if this looks right

frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
<div class="IPBDescription">Bacteria-infested on the outside. Warm filling inside.</div>Last week I realized my old normal mapped skulk sucked, so I tweaked it, put it back in zbrush and revamped the whole thing. Tell me what you think. Does it look enough like a skulk? Does the infestation look right? Etc.

<img src="http://img.photobucket.com/albums/v154/frostymoose/ZMapperSkulkGif.gif" border="0" alt="IPB Image" />

It's not finished. Still have to add more infestation on the limbs and sculpt a bit more esp. on it's belly. oh, and it has no teeth in this picture but yea it has teeth, really.

Comments

  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    i thought they had tails? little stubbles but tails all the same

    other than that nice i cant tell where the map begins and where there are acctuly changes in the geographie of the planes.

    well done if i didnt know ns i wouldnt know its a sulk obiously, that thing is awsome chunky and beefed up if it was stabing its spike into a wall raceing towards me i think i would piss my self as i squeese the trigger on my assult rifle
  • [Deleted User][Deleted User] Join Date: 2006-11-11 Member: 58532
    The user and all related content has been deleted.
  • SnappyCrunchSnappyCrunch Join Date: 2004-08-03 Member: 30328Members, Constellation
    I like it. I think the normal mapping looks good; All of the aliens should seem like they are a work in progress while they are alive. That is, the alien skins always seemed like they have this growing, festering mass on them that makes up their raw potentiality, and I think your normal mapping captures that well.

    The gripes that I have are that skulks have two short, stubby tail-ish things, and that skulk's head looks out of proportion to it's body. Make the chest more streamlined, or the head a tad bigger, and I think you've got it.
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    yeah skulks kinda have infestation tail things that actually used to be in my model but I removed them. I'm trying to think of a way I could get them back in without redoing all the rest of the infestation.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    hum you shoudnt have a issue adjusting your map, it should be in like giant unwraped puzzle peices

    if you add the new bits it wil ladjsut your map if you look at the map and find any puzzle bits over lapping just take thosemap bits as a whole and move them around, take yoru lasso tool in photo shop and move ya bit around in there as well to the new corasponding area, then ether mapp the new bit where they are or weld them close and to a there corasponding larger puzzle peice and continue to follow the flow of your infestation map, some blur and smudgeing should help
  • Sparki_the_DarkiSparki_the_Darki Join Date: 2005-05-11 Member: 51453Members
    Yeah
    I think the chest is too bulky, a bit like breasts.
    Or maybe I'm confusing things and they do look like that - but its a skulk for sure!

    Good work there dude hehe


    $parkeeeh
  • Browser_ICEBrowser_ICE Join Date: 2002-11-04 Member: 6944Members
    I would suggest adding a bit of cellular look to the overall texture, except the claws. Kinda like the cellular material in 3dmax.
  • CrotalusCrotalus Join Date: 2003-12-02 Member: 23871Members
    The Normal mapping is rather good, but I think the skulk seems a bit bulky, especially around the chest-shoulders and the rear.
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    It looks like a skulk high on lerk screams and catalyst ie a tough SoB, which is a good thing!
  • Spawn_of_Chaos97Spawn_of_Chaos97 Join Date: 2006-11-21 Member: 58694Members
    Unbefreakinglievable. 'Nuff said.

    Seriously though, I think this thing would be a great replacement even for my fav model (Zerg Zergling XD). Now just do the rest and I might just go back to the standard NS models (if they all look this good, you've hooked me!).
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    Uh, this is the artwork forum, not the customization forum, I'm guessing that thing has more polygons than the HL engine can render at a playable rate, and I know that HL won't show any normal maps...
  • suicidegoatsuicidegoat Join Date: 2006-12-16 Member: 59106Members
    edited January 2007
    <!--quoteo(post=1600066:date=Jan 19 2007, 08:19 AM:name=Caboose)--><div class='quotetop'>QUOTE(Caboose @ Jan 19 2007, 08:19 AM) [snapback]1600066[/snapback]</div><div class='quotemain'><!--quotec-->
    Uh, this is the artwork forum, not the customization forum, I'm guessing that thing has more polygons than the HL engine can render at a playable rate, and I know that HL won't show any normal maps...
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Youd be surprised at how many polys the gold engine can handle. Ive seen a 22000 poly view model before, and it runs perfectly fine.
  • CabooseCaboose title = name(self, handle) Join Date: 2003-02-15 Member: 13597Members, Constellation
    now imagine 16 of them.
  • Spawn_of_Chaos97Spawn_of_Chaos97 Join Date: 2006-11-21 Member: 58694Members
    ^Ouch.^

    Hmm...here's an idea: hang onto this until NS:S and NS2 come out, Source does normal mapping and can easily handle that many polies in multiple instances (compared to Goldsource [HL1 engine for those few who don't know])
  • suicidegoatsuicidegoat Join Date: 2006-12-16 Member: 59106Members
    I doubt that model is 352 000 polys... thats just insane.
  • kyliegirlkyliegirl Gorge Master Australia Join Date: 2002-12-11 Member: 10586Members, Reinforced - Shadow
    skulks arent supposed to be that beefy, they are an agile and manouverable species meant to beable to get around swiftly through vents.. I dont even think that skulk could hang on a wall with that weight. they are supposed to be lightweight to beable to climb walls..
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    edited February 2007
    Great job with the infestation, but I think the muscular build of the skulk looks too humanoid. The chest looks far too bulky, and its hind legs in particular too meaty. They look like deformed human legs, when I think they should look more canine.

    As has been mentioned, the skulk is more about speed and agility than brute force. It doesn't need such huge muscles to do its job, especially with its sharp claws. The skin needs some form of normal mapping also, distinct from the infestation and not as bold, but present nonetheless.

    Aside from those points, it's a real nice job.
  • ryoryoryoryo Join Date: 2007-01-10 Member: 59544Members
    holy skulk, that be some nice details and mappings you got there on the skulk. My skulk model pales in comparison.

    But, like said before, the skulk`s too beefy on the shoulders and the thighs. I`d think they would more lean towards the physique of a dog, more streamlined. And the knuckle/wrist of the skulk should be a little rounder, maybe something like a bone or knob.
    ;D
    Great stuff!
  • Spawn_of_Chaos97Spawn_of_Chaos97 Join Date: 2006-11-21 Member: 58694Members
    Hmm...maybe in NS2 or just NS:S there could be a different model for a high-level skulk in combat, and this would be it? I dunno.

    Maybe make this a new alternative starting alien, slow on walls but faster on the floor and with a lot more leap damage?
  • ryoryoryoryo Join Date: 2007-01-10 Member: 59544Members
    Not that I want to be a wet blanket, but I think that idea would be better off as an upgrade ala Celerity than as a new life form. Life forms are meant to be played in a different way, rather than have slight changes off an existing life form.
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