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Author   Topic : "New Star Wars Characters"
Ian_Milham
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Joined: 15 Dec 2000
Posts: 18
Location: San Rafael, CA

PostPosted: Mon Apr 23, 2001 9:48 am     Reply with quote
Sorry I haven't posted anything of mine here before, it's just rare that anything gets released to the public. Anyway, I've spent some time spouting criticism and advice to people here, so I thought I'd give you a chance to do it to me.

Anyway, this is a new character (or rather group of characters) from an unannounced LucasArts project. The direction I was given was for a group of weapons traders that had some of the silent organization of the Crimson Guard, but with that lived-in look of Boba Fett. This initial design also had to be simple enough to be elaborated on for various specialized versions (heavy weapons guys, communications, officers, etc.)

It's not the most amazing thing in the world, but it was only to serve as some concept and style guide, not as a promotional piece or anything.

I'd appreciate any hoorahs or boos.

~ Ian

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Aiee
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Joined: 30 Oct 2000
Posts: 16
Location: Denmark

PostPosted: Mon Apr 23, 2001 10:08 am     Reply with quote
Hmmm... Lessee...

Overall impression is very good. I like the general design idea, and the sading is not too bad (better than anythign I couldn've done anyway). However, assuming that ther person inside the suit is a human, several problems present themselves...

Firstly, I cannot help but wonder how he can see anything. I mean, even video screens would need some sort of optical equipment attached to transfer an image to his retina.

The arms are slightly too long. In that pose, the tip of the fingers would reach to around the middle of the thigh, but his fingers extend all the way down to the knee.

The feet seem slightly too long too, but that may just be me.

the belt seems to be located too high for comfort, and appears to be only about 10cm deep because of the shading. His ribcage or intestines would be squeezed to death in that!

The shading on the shirt is well done, but the pants seem slightly too 2-dimensional. I find having a smooth gradient from light to dark going from one end to the other before shading folds and details usually keeps me from making my shading look flat.

I *love* the metal though. I'm assuming this would be an engineer or scout unit, since the overall protection granted from the metal casing on the upper torso would do very little to protect the majority of the rest of the body

Despite these flaws, I still give it a small horray for the sheer niceness of the shirt and metal textures
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Bishop_Six
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Joined: 13 Dec 2000
Posts: 646
Location: Arizona, US

PostPosted: Mon Apr 23, 2001 10:42 am     Reply with quote
Star Wars... *drool*

Anyway, it's a cool design, and I like the way you did the reflections on the metal. However, crits lurk in the darkness.

I know Aiee mentioned it, but his arms are a little long. And maybe his left(our right) hand is slighty too large? It kinda makes him look ape-ish .

If you want to change it, I would recommend putting a stronger highlight on his pants to reduce that 'flat' look. Also, there is a stronger highlight on his right forearm than his left.

But those really aren't very big problems.
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Ian_Milham
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Joined: 15 Dec 2000
Posts: 18
Location: San Rafael, CA

PostPosted: Mon Apr 23, 2001 11:41 pm     Reply with quote
Thanks for the feedback. I appreciate all of it.

The hands and feet were intentionally exaggerated, as this is something that the character modeler would be referring to. We make the hands and feet big in game models so it's easier to read what the character is doing.

You're right about the arms being too long, though. I probably should go back into that, especially since it's such an easy fix.

The solid opaque faceplace was for two reasons. One, it adds some mystery to these guys. How DO they see? My own theory was some radar/sensory equipment in the dangly thing in the back of his head. Second, it was my own joke reference to Luke's training helmet on the Millenium Falcon. You know..."I can't see anything with the blast shield down!"

Why would they even have that on the helmet? That always cracked me up. I told myself, when it was appropriate, I'd design some Star Wars guys that had opaque "blast shields".

Anyway, thanks again for the comments.
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Aiee
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Joined: 30 Oct 2000
Posts: 16
Location: Denmark

PostPosted: Mon Apr 23, 2001 11:55 pm     Reply with quote
Ah... but are the characters Jedi?

Ok... you got me there. =) I just heard a voice in my head say "Image enhancement engaged" and my entire room transferred into color-coded vector outlines, showing me what was damanged. Ooo... there's an idea (assuming it's a strategy game. the ability to upgrade their sensor equitment).

Anyway, I'm rambling now. Other than the arms, I really think working on the pants more would reap rewards. They look like they only received half as much attention as the shirt. Also, changing the hilight on the right side (his left side) of the belt to a smoother transition might make it look like it wasn't soem medeival torture device meant to crush his body

Oh, and one final nitpick (sorry if I'm dragging on, but I try to give constructive criticism until I'm dragged screaming out of the thread) the sensor equipment on the back of his helmet might need reinforcement. Basically, it's a vital component but currently placed in an exposed cylinder. Assuming it snaps, he wouldn't be able to see a thing.
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