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Garm-r — 3D: Chibi Knight WIP

Published: 2012-07-16 21:11:23 +0000 UTC; Views: 7459; Favourites: 144; Downloads: 318
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Description A work in progress character I'm working on.
He is made up of 1440 triangles.

Texturing is a pain in the ass, so I might try to hire an artist to paint the texture instead xD

Modeled in blender, Real-time render in Unity
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Comments: 16

ErikServin [2016-05-01 03:08:25 +0000 UTC]

Cool! Nice job!

👍: 0 ⏩: 1

LilAnaV-P In reply to ErikServin [2018-07-28 11:02:38 +0000 UTC]

Wanna help me out on a game I'm making? You'll get paid :3 

👍: 0 ⏩: 0

calebrotten [2015-05-16 00:27:35 +0000 UTC]

Pretty sick, is he for sale?

👍: 0 ⏩: 1

Garm-r In reply to calebrotten [2015-05-25 21:41:24 +0000 UTC]

Fraid not. I lost this model when my hard-drive died a few years back.

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calebrotten In reply to Garm-r [2015-06-12 03:22:19 +0000 UTC]

i cri ;-;

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Unknow0059 [2015-05-08 15:15:00 +0000 UTC]

Man, texturing is definitely a pain in the ass. How did you make the textures for this model?

👍: 0 ⏩: 1

Garm-r In reply to Unknow0059 [2015-05-25 21:48:05 +0000 UTC]

After I unwrap my models, I draw the base lineart on the model directly using blenders texture paint mode.
You can see an example on the knight's belly. Once I have that, what I do next depends on the style.

For my latest model, vivinane, I applied the base colors in photoshop and then when back to blenders texture paint and started to paint the shadows directly (this is a really fast way).

For this knight and my Harmor, I textured purely in Photoshop. Selecting the areas with the lasso or pen tool and then brushing the gradients on. This approach is much more time consuming (I'm easily distracted too ;-.

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beardrooler [2013-02-22 15:12:04 +0000 UTC]

i really like to learn more in methods in 3d modeling.

i dont know much about how to tackle some model i like to make.

I have some questions if it is ok with you.

1. When making an arm and hand of a character. whats the best way to do it. In the above picture it is already angled and position that way. Uggh its hard to explain in english. Hope you reply

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Garm-r In reply to beardrooler [2013-02-22 17:47:04 +0000 UTC]

I'd start with shapes.

Get a box, scale/rotate it for into place for the palm. then the same for the finger digits. Never be afraid to adjust the proportions as you go.
Once you're happy, you can work on connecting the boxes together.

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necrophyte [2012-10-30 06:12:19 +0000 UTC]

Play Spiral Knights

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daft667 [2012-08-31 07:54:05 +0000 UTC]

looks cool, great proportions. would love to see a wire frame shot.

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MaliaGalaxy [2012-07-19 00:46:27 +0000 UTC]

This is such an AWESOME and an epic work there!

Hope to seeing more of your modelings once again!

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rickcressen [2012-07-17 15:38:48 +0000 UTC]

Hey, nice to see somethin' again from you!

Gotta wonder how he stands on those feet though. XD

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ScionicSpectre [2012-07-17 03:21:42 +0000 UTC]

You know, some people say you shouldn't worry about using too many polygons, but even creating supposedly 'high definition' content, why use more than you need to? Very slick- you used your area wisely. I like the character design as well, of course

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Harukoz [2012-07-16 22:03:05 +0000 UTC]

OMFG!!!!!!!! ME WANNNA SNUGGLE THOSE FRIKKIN TRIANGLES!!!! * A *

-SNUUUUUUUUUUGGGGGGGGLLLLLEEEE OOOOOFFFF HUGEBOOBBIESDOOOM!!!!-

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eXth-MODE [2012-07-16 21:59:21 +0000 UTC]

Daaaamn, that is cool D8

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