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Custom Model: Bowyer
#1
And once again, I did something kinda different!

[Image: bowyerpromo.png]

This is what I was occupying myself with during most of December. I would have finished it sooner, but holidays and family happened. Like with Vivian, this guy isn't meant to a fighter, so I had more liberty with how I could make him. I also made props to use with him, such as his little arrow flunkies! He also comes in Machine Made colors.


Download: http://models-resource.com/custom_edited...sheet/5297

Other pics:
[Image: buttonparade.png]
[Image: aerobrawl.png]
#2
to be honest I think the face could be a bit higher and the body a bit thinner but other then that It's really good
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#3
uggh right in the nostalgia Cute

also seriously why hasn't Nintendo hired you yet?
What Rips am i doing next not sure?
[Image: giphy.webp]
Thanked by: Ton, Garamonde
#4
(01-05-2013, 10:49 PM)Hiyna S. Blackfeather Wrote: to be honest I think the face could be a bit higher and the body a bit thinner but other then that It's really good

I was thinking that too. Not sure what his "official" scale is to Mario, though.
Either was, this is a shock! I love it! Do you plan on doing any more "playable" style characters again, or will you be sticking to the low-poly for a while? (Cause if you plan on doing playables, you know who I'd love to see. Tongue *coughgenomallowcough* Love it, love it, love it. Can't wait for more, as usual. Aero looks great too!

Have you thought about other franchises? I know there doesn't exist a Kiddy Kong model anywhere and I'm sue that could be an interesting project.
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
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#5
Well fighters are really hard to make so he was taking a break with Assist Trophies and stuff.
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#6
I love the fact that "taking a break" means making more high-quality stuff. Makes me feel super productive.
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
#7
It's not that I'm taking a break from "fighter" characters, but simply the characters I've been making lately aren't suited for fighters. I have something really big planned, so it could be a while before you see another fighter character from me.

Anyway, thanks guys! As for the proportions, I used the sprite as a reference a lot, so it should be close to his original appearance. (If his mouth looks too low, it's because it's actually quite open for the promo pose.) I did purposefully make the body thicker around his face for the sake of making his design feel somewhat realistic. Otherwise, his face would just be floating there. I took it a step further with Aero and actually gave him a small head, which you can barely see on the one in Bowyer's hand.
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#8
I think all of the major SMRPG characters have CG artwork floating around that would you reference in the future. Not sure if you knew.
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Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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#9
I know, and I used it as a reference as well. In fact, I use them for all of my SMRPG models if they are available. I stuck closer to the sprites with this one, though, because the official render for Bowyer is a bit off. (Red eyes, dorky hair.)
Thanked by: Ton
#10
a few issues (will post accompanying pics);

the eye closest to the camera has a distorted texture
[Image: 5OgEw.png]

the polygons between the legs stick out
[Image: 9AwqK.png]

the arrow's hair has clipping issues (visible clipping line)
[Image: HZisI.png]

the edges of the blocks are highlighted, but the text is just shadowed
[Image: ArWah.png]

there is a weird black spot on the back of the arrows' eyeballs
[Image: W015X.png]

other than that, looks good; really close to the SSBB style!
#11
Wow, that was pretty detailed!


1. Yeah, I had to move the eye farther on the eye than I normally do for the sake of the image. I've tried fixing it, but I just can't get it to look right. Darn you, spheres!

2. Yeah, I noticed after posting him. I think it's because angled his torso back but his tail upwards. If I do an update to him, that's one of the main things I'll fix.

3. Yeah, I noticed it, but I was a little lazy to fix it as I couldn't figure out a good way to change it. I thought of one while reading your post, so that's another change to add to the list. Fortunately, this one shouldn't be as noticeable with the right lighting.

4. I didn't notice it before, but the highlights on the letters aren't as bright as I thought they were. My main concern with the button text was readability. I opted for the beveled look over the highlights over highlighting all of the edges, but I guess I didn't make them bright enough.

5. Yeah, I don't know what that is... It's not part of the model and not part of the texture. I just noticed it's in the Machine Made render as well. It's probably a weird lighting quirk in the scene. I'll have to mess with settings to see if it goes away. Edit: It is a quirk. it goes away when rendered from any other angle, and changes location when rendered at different resolutions. Lemme see what I can do... Edit: Fixed it. I had to add a tiny light to fill in the spot.

Anyway, thanks for your in-depth feedback!
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#12
Really cool Model man!

By the way, have you ever considered modeling anything from any of the Mario and Luigi games? Since you've modeled stuff from Mario RPGs, I just thought it should be considered.
[Image: 76561197999597301.png]
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#13
(01-06-2013, 09:39 PM)The Prawn Wrote: By the way, have you ever considered modeling anything from any of the Mario and Luigi games? Since you've modeled stuff from Mario RPGs, I just thought it should be considered.

I have, yeah. Unless I get a random burst of inspiration, though, it will be a long time before I make any, as I have too many other ideas.
Thanked by: Ton, Virt, Garamonde
#14
obligatory "what program do you use" question

actually moreso, how do you lay out your uvws ? (the one thing keeping me from finishing my models)
[Image: E3DU8rS.png]
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#15
I use Cinema 4D for the models and Fireworks for the textures.

For UVs, there is a function that calculates a spread out version of the UVs to try and minimize the number of skewed pixels on the texture. In C4D, it's called "Relax UVs", but I think it's called "Unwrap UVs" in other programs.
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