Fan Art - Rupert the Onos
Forral
Join Date: 2007-10-21 Member: 62695Members
<div class="IPBDescription">3D Model</div><img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" />
<a href="http://forral.r2dev.net/rupert.jpg" target="_blank">Link</a>
<img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" />
The model itself needs a little tweaking and various spikey bits. I'm also going to do a texture, normal map, rig, some animation and get it into the Source engine. Its good practice for my degree work <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
<a href="http://forral.r2dev.net/rupert.jpg" target="_blank">Link</a>
<img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" />
The model itself needs a little tweaking and various spikey bits. I'm also going to do a texture, normal map, rig, some animation and get it into the Source engine. Its good practice for my degree work <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Comments
love the tentacles coming out of the back of the head, and the nipple thingys on the underbelly....
to help move your model along the right path, please consider the following constructive criticisms... (refer to the concept art of the onos facing the railcar to understand what i'm referring to)
on the front legs, the muscles up the top need to be a lot more beefier, and he needs a spike coming out of the knee
rupert's tusks are too long, thin and straight. they need to be thicker, shorter, and more curved
i sense problems with the main horn, but due to the angle i cant really comment too much on it. the one thing that does stand out as remarkably odd is that nostril/nose/bump thingy on it. i cant remember an onos having it, and it definately doesnt look like it belongs there.... get rid of it.
the armor plates on its back look like they are positioned incorrectly, especially the one with the tusks coming out of it. looking at the concept, the tusks arent attached to any armor at all.
also the tenticles need those bony barbs/spikes on the end of them...
all in all, a superb effort, far better than anything i could achieve (i could do a half arsed ms-paint onos, thats about it)
keep up the good work, and post a few different angles when you release more updates <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
on the front legs, the muscles up the top need to be a lot more beefier, and he needs a spike coming out of the knee
rupert's tusks are too long, thin and straight. they need to be thicker, shorter, and more curved
i sense problems with the main horn, but due to the angle i cant really comment too much on it. the one thing that does stand out as remarkably odd is that nostril/nose/bump thingy on it. i cant remember an onos having it, and it definately doesnt look like it belongs there.... get rid of it.
the armor plates on its back look like they are positioned incorrectly, especially the one with the tusks coming out of it. looking at the concept, the tusks arent attached to any armor at all.
also the tenticles need those bony barbs/spikes on the end of them...
all in all, a superb effort, far better than anything i could achieve (i could do a half arsed ms-paint onos, thats about it)
keep up the good work, and post a few different angles when you release more updates <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I totaly disagree, by telling him to make it exactly like it was in NS1 your restricting the flow of ideas that could indeed come up with a better onos model. I really like this one I like the overlapping armour plates on the back making a link to some sort of armadillo. Also the random spikes such as on the knees and then end of the tenticles seem poinless to me for a huge spike jutting out from a knee cap seems very useless to me as its link to the skellital structure is too weak for it to be of any use.
I think to find a better and more asthetically pleasing NS we need to have more creative flow and less of the pressure to not change too much from NS1 texture wise.
However the front legs i feel do need to be muscley than the back ones to keep with the rhinocerous look but appart from that I like where this idea is going the tusks are attacked to the head as opposed to being like attachments to the sholders making them seem almost like they are added on as opposed to back of the alien itselt and the armour plating extenting all the way down its back as opposed to just on the head.
Good work will be nice to see finnished result and good luck with the degree.
He's using the NS2 concept art as a base for his criticisms. Your argument that he's restricting the flow of ideas may still hold, but it isn't fair to say that <b>Buzzou</b> is telling <b>Forral</b> to make Rupert exactly like NS1.
Hope it helps. I cant wait to see it when its done.
While I did obviously start from the concept, I was not aiming for an exact copy, thanks to PsympleJester for pointing that out. Theres room for a little variation within a species right?
I do however agree with Buzzou regarding the horn on the front, the tentacles and did actually model the spikes on the knees at first but they looked ridiculous. As for the plates towards the rear, they came about out of a need to improve the polygon flow and keep it all quads more than anything else. A happy accident. I will be exaggerating the muscles a little more, and then going over and sculpting them in ZBrush for the normal map.
I've noticed we've got a lot (sort of) of NS2-related fan projects recently, and I think it's great.