New Player Model Ideas (2D art)

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New Player Model Ideas (2D art)

Postby Moneo » Sat Jan 03, 2009 7:12 pm

Here are some concept art I did the past few days. These are kind of ideas of how could some of the current player models look if redesigned/remade. These aren't totally perfect, and these are just ideas. I might change some things about the design and such.

So here they are. Some of them are edited with Photoshop a bit.
(Big images!)

Lycanthrope:
Image
Attached the arm with photoshop.
Image
Leg detail.
Image

Mulder:
Some helmet ideas. I'm not quite sure about the bottom right tbh.
Image

Lurk:
A quick sketch of Lurk.
Image

Marine:
Some quick sketches/ideas of the marine. Played a bit with the shadows on the head. :P
Image

Carni:
Image

Headhunter:
Image
Image

Grunt:
I'm still thinking about the whole design of Grunt, these aren't final designs I thought of.
Image
Image

Heroine:
Image

Shock Trooper:
Image
Body
Image

So there you go.
I'd love to hear what you think. :)

Edit: Made some things clearer to understand in the text.
Last edited by Moneo on Sat Jan 03, 2009 10:40 pm, edited 1 time in total.
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Postby Mirio » Sat Jan 03, 2009 8:07 pm

Marine head and Shock Tropper body = great imo :)
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Postby Moneo » Sat Jan 03, 2009 10:41 pm

Thanks! :D
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Postby shaggy » Sat Jan 03, 2009 11:49 pm

Looks great! I couldn't draw like that if my life depended on it! They're very very good!

I think someone should really make a portfolio of these, so modellers can find some concepts to do. (thoughts)
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Postby Agama » Sun Jan 04, 2009 12:56 am

The headhunter drawing looks great but I think he needs more of his "hair". :D
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Postby torus » Sun Jan 04, 2009 1:15 am

Let me give you some tips on drawing this kind of stuff.

First, when drawing humanoids, you should always map out proportions with ellipses before you start filling in any detail. Otherwise, unless you have a lot of experience, you will tend to give your drawings strange proportions. Even if you aren't drawing something realistic, it is VERY helpful to take a look at some anatomy books, to get a better idea of how things are REALLY laid out (rather than how your brain THINKS they are laid out). Also, books on drawing human and animal anatomy usually have quite nice illustrations which you can get techniques from.

(for example, the head on some of those is HUGE)

Second, you should be MUCH more conservative with your strokes. Draw your basic shapes in pencil LIGHTLY (even reduce what you are drawing to simple shapes like ovals, triangles and rectangles), then start attacking the final drawing with PEN. Make fewer, confidant strokes, rather than lots of little sketchy marks. TRUST ME, not only will drawing with small sketchy marks make your illustration look worse, it will make it hard to render in 3d.

Your leg detail drawing is the best of them, because it uses a variety of different strokes. Ideally however, you would get rid of those stray marks in photoshop, since they are distracting.

If you are doing stuff like weapon models (concepts for hard surface models in a non-orthographic or perspective projection), like plan or elevation views, a general rule is that dark shading = further away.

The above stuff doesn't matter very much if you are drawing on a tablet, because you can erase/add detail ad nauseam, aside from the first point.

This is just an example of a drawing I did on the train as a very quick concept for the new camping rifle, and it's not very detailed, but it gave me a good idea of how I would model it. A good concept would be MUCH cleaner, larger, and more detailed.

Image

Image

Also, for ANY model, at least 1 view is NECESSARY- the front elevation (non-perspective, orthographic front view).

From there, an orthographic projection or a perspective projection is useful, as well as a side view.

Hope that helps! And keep up the good work! :D
Image
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Postby Morphed » Sun Jan 04, 2009 1:52 am

if you want your concepts have higher chances to be used, make set of concepts for each "team" for heavy, medium and light armoured unit, + make one of them female

I like werewolf most, so it will need unarmoured werewolf, maybe female wearing some robes :), one in generic space werewolf armour, and one bigger one with lots of armour oversized shoulder pads with giant spikes ;)

+ make them ordinary human legs, all models should use same animations

something like that will allow separate artists to work on "own" sets and graphics will looks much more coherent, + low,medium, high armour will be nice for some modders if they want to create classes for example. and we could have werewolfs vs humans battles ;)

+ best concept would have front and side view on exactly same proportions, I don't need other angles

+ you don't need to base it on current nexuiz models if you have own ideas, but its hard to beat space werewolfs ;)
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Postby Taiyo.uk » Sun Jan 04, 2009 1:02 pm

Nice work! I like all of the playermodel concepts - they look like they could be the basis of some much needed model updates. I particularly like Lycanthrope, Mulder and Lurk - they look somewhat more "gonna eat you" than the current models do (and I think that's a Good Thing (tm)). Carni and Headhunter's faces look a little bit like Godzilla 98 though.

Keep it up!
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Postby nifrek » Fri Jan 09, 2009 5:16 pm

Nice work, I like Shock Trooper the best, I could definitely see this player model used as default in clan matches. I'm not sure about the skull as belt buckle, IMO it's overused but other than that it's very nice. Otherwise, I think you need to work on proportions, as Torus pointed out. Good job.
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Postby Moneo » Fri Jan 09, 2009 6:50 pm

Thanks a lot for the comments all! :) I'll keep drawing and improving. Maybe I'll upload more someday when I'll improve more. :roll:
(Sorry for the late comment, PC went crazy a few days ago so we had to get it fixed)

Cheers.
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