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Kravenous — Crash of the Titans character2

Published: 2007-06-09 20:21:01 +0000 UTC; Views: 4753; Favourites: 34; Downloads: 384
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Description another character from "crash of the titans" video game
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Comments: 20

Worms89 [2018-02-16 16:28:46 +0000 UTC]

Great work!

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TreyThornton19 [2016-02-04 00:58:30 +0000 UTC]

nice

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Martina313 [2007-08-09 18:12:58 +0000 UTC]

her teeth aren't so big anymore

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Martina313 [2007-08-09 18:12:48 +0000 UTC]

her teethe aren't so big anymore

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Smaz [2007-07-02 13:56:26 +0000 UTC]

Ahhh, yes. Nina - one of my personal favourite characters from the Crash series, along with N.Gin and Crunch. Nice work here, I must say - the shading on Nina's face looks fantastic and somewhat realistic. The polygon counts surprised me, too. I take it you did a variety of characters for this game, and all are looking pretty nice. Well done, there!

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Kravenous In reply to Smaz [2007-07-02 15:35:07 +0000 UTC]

thank you, there was basically 2 of us making the characters they were definetly fun to do.

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Smaz In reply to Kravenous [2007-07-03 19:11:13 +0000 UTC]

Just two of you making the characters? Woah - I always figured there would be more. I guess one for texturing and one for polygons... or something like that. Still, I like this look. I also read your comment to InsaneStar about developers going around game sites after the games are released. Don't let some of the harsh comments fool you - a good half of the fans deteste the new looks of the characters a lot, but they are the fans who generally can not accept the change in direction Twinsanity took. In particular Tiny and Uka Uka. I, myself, adore the new looks, so I compliment you for them!

One majr thing strikes me about Nina, here - are those gloves she is wearing, or a different type of Metal Hand? I always figured the metal hands were pretty cool.

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Kravenous In reply to Smaz [2007-07-03 19:26:06 +0000 UTC]

The bulk of the characters were done by the two of us I would say the other guy (Raine) did about 3/5ths and I did about 1.5/5 and a bit the .5 were done by a couple of others. I will eventually post the one's I did. Nina hand was just a different type of metal hand.

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InsaneStar7 [2007-07-01 09:16:15 +0000 UTC]

She looks cool now! Nice!

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Kravenous In reply to InsaneStar7 [2007-07-01 09:19:19 +0000 UTC]

thanks very much!!

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InsaneStar7 In reply to Kravenous [2007-07-01 11:48:13 +0000 UTC]

You're welcome! I can't wait to get Crash of the Titans in October!

I'm gonna ask you a question, I have a friend of mine who drew Nina Cortex last year that looks almost your design before the designs came in the screens in IGN. [link]

I was just wondering if this could be a "coincidence" because some fans are saying that Radical members have been watching Crash fanarts and use that idea for next gen-game of Crash. Is true is this a coincidence?

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Kravenous In reply to InsaneStar7 [2007-07-01 17:33:49 +0000 UTC]

I don't think so,alot go to the game sites comment sections after the game is released to see what worked and what didn't. The scores the game sites give sometimes factor in bonuses for the team sometimes. Hope that helps.

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InsaneStar7 In reply to Kravenous [2007-07-01 18:07:28 +0000 UTC]

Wow, I hope that really helps.

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eugenesoh [2007-06-10 06:05:49 +0000 UTC]

wow nice!

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Kravenous In reply to eugenesoh [2007-06-10 09:28:06 +0000 UTC]

thank you

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thebryancrump [2007-06-09 21:27:05 +0000 UTC]

cool, love the texturing, what kind of poly count are they using now?

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Kravenous In reply to thebryancrump [2007-06-10 02:32:50 +0000 UTC]

These were for NIS(movies in the game) so they were a little higher in their tri count which was about 2000, this was also not a next gen game (no normal maps, and high tri counts)

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thebryancrump In reply to Kravenous [2007-06-14 03:12:48 +0000 UTC]

hmm, i wish there was a site that talked about the typical poly counts for certain companies and stuff and games so could practice more within the realms of each.

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Kravenous In reply to thebryancrump [2007-06-14 04:06:11 +0000 UTC]

That question used to bug me too , but basically it comes down to the game the company is making. If the game is an open world game (lots of characters and able to go any where in the world the poly count for characters would be low say around 1200 tri's for current gen and maybe around 2500 to 4000 for next gen (with normal maps) where a game like Fight Night with only 2 characters on the screen at a time might be 7000 to 10000 tri with normal maps) . If your trying to get in a gaming company shoot for 3000 to 5000 for game model with normal maps and also show your zbrush or Mudbox model that you generated the normal maps from. Hope that helps

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thebryancrump In reply to Kravenous [2007-06-14 19:06:39 +0000 UTC]

very cool, thank you very much. btw, I uploaded a lot more stock reference. Just put up some of a pot belly pig you might be able to use for texture reference. hehe.

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