[TR] Jaws of the Republic

Discussion in 'Game Discussion: PlanetSide 2' started by Akachi, Dec 13, 2013.

  1. Akachi Member

    UPDATE: 1/26/14 3:22pm EST
    I decided to make an attempt at a non-Dino version to see if it is better received. All hints at eyes have been removed, as well as some color-scheme changes to remove all hints of teeth from the brow ridge.
    P3D Model: http://p3d.in/Lil3e
    Poly Count: 5904 (tris)


    UPDATE: 1/26/14 3:22pm EST
    I've upped the poly-count to be close to the max limit and increased polygon density where it was most needed to avoid an angular look on the smooth forms. I would really like to know from Tray if I took the helmet in the right direction or if it would be preferred if I further tone down or remove all Dino elements.

    P3D Model: http://p3d.in/XE2JO
    Poly Count: 5904 (tris)


    UPDATE: 1/21/14 2:20pm EST
    I've fixed the vanu/bug eyes with a TR style goggle fixture. I moved and narrowed the glowing eye , as well as narrowed the glowing vents at the side of the helmet. I also decided to do a high poly render in Zbrush.

    P3D Model: http://p3d.in/nntVW

    High Poly Preview:

    [IMG]


    UPDATE: 1/21/14 2:20pm EST
    Split the Visor, removed the eyes, and modified the teeth as part of the split visor.

    P3D Model: http://p3d.in/FFeqR


    UPDATE: 12/31/13 4:01am EST
    Some remodeling and re-texturing based on feedback and personal taste.

    P3D Model: http://p3d.in/R952o


    UPDATE: 12/30/13 12:25am EST
    First time texturing with 3ds, but I finally managed to figure it out. Would like to get some more feedback.

    P3D Model: http://p3d.in/TYCwu


    UPDATE: 12/26/13 10:42pm EST
    Nicococo pointed out that the back of the helm was a bit too VS, and I agree, so I toned down the back to fit the TR more

    P3D Model: http://p3d.in/Sgkef


    UPDATE: 12/25/13 6:01pm EST
    I took some advice towards increasing the visual interest in the back of the helm, and added some more visual interest throughout the rest of the helmet for balance. As usual, feedback and critique is greatly appreciated.


    P3D Model: http://p3d.in/lmQNM
    Poly count: 5032 tris EST

    High Poly Preview: (unpolished)
    [IMG]

    UPDATE: 12/23/13 6:22am EST
    Thanks for the critique, I took everyone's advice and lost the fins, decided to give him the traditional TR helm ridge instead. I also adopted more of a dinosaur look over the previous shark design in the process. Would appreciate further critique.

    High Poly Preview:

    [IMG]


    UPDATE: 12/13/13 3:56 am EST
    Decided to Paint the image for a better idea at my overall concept

    Concept Art:

    [IMG]


    ORIGINAL POSTING:
    I am currently working on a concept for a Terran Republic helmet and wanted to receive some feedback to know If I am going in the right direction or not.

    Concept Art:

    [IMG]
    • Like x 1
  2. MangoPunch Member

    The spikey things need to go. Other than that, it's a solid concept. I like it.
  3. ntkrnl Member

    Make it NC and put a sonic the hedgehog theme tune to it :D.
  4. Akachi Member

    Haha, I wish I read the feedback before I went ahead and detailed the image. Anyways I wanted a small portfolio piece so I guess it's not a problem.

    You guys have some good feedback, I can either find some sort of replacement for the fins, or switch this to an NC helmet. I will wait to get some additional feedback before I make any drastic changes.

    [IMG]
    • Like x 1
  5. ntkrnl Member

    The front/jaw area is TR but the visor and top looks NC to me, up to you what way you want to go, i like it though looks different.
  6. Akachi Member

    You are right. This design can go either way, so I ill probably have to push it in one direction or the other. I'm gonna brain storm some alterations.
  7. Giz Active Member

    Sick Helmet...LOSE THE FINS!
  8. Nicococo Active Member

    Concept art is solid, no joke but heres some corrections you could do to make it lean towards the TR faction. This is totally up to you and I'll take it down if you want me to.
    http://i.imgur.com/vSYbpY3.jpg

    I think its pretty much what everyone else said. Cant wait to see an update on this :)
  9. Deadmon Tell'Em Member

    I dont necessarily agree with nicococo on this one. I dont see any issues with the glowy curved ports. The spikey protrusions and 'tooth' I agree have to go though.

    Other than that, I think the face and helmet (sans spikes) is a solid concept. Visor needs adjustment as noted above but other than that its very clean.
  10. Nicococo Active Member

    Well the glowy ports can stay but I dont think TR would have curvy ports, maybe just circular ones. Should have clarified that in the image.
  11. Mavix Member

    It looks a lot more NC than TR. Going NC you may have to adjust the mouth but going TR there are a lot more changes to do. The fins are an interesting concept but don't fit Planetside2.
  12. TramellRayIsaac Senior Art Director

    lose the fins
  13. Akachi Member

    Thanks for the critique, I took everyone's advice and lost the fins, decided to give him the traditional TR helm ridge instead. I also adopted more of a dinosaur look over the previous shark design in the process. Would appreciate further critique.

    [IMG]
  14. Deadmon Tell'Em Member

    I think the teeth may be a bit too out there, but Overall I think the revision is looking good! The ridge feels extreme still, but I dont think it is TOO extreme for PS2 anymore, since there ARE mohawks already in game.
  15. Giz Active Member

    I actually like this helmet lose the Fin, or make it a a bit more smaller and since this a shark concept make it look like a shark fin. Other than that it looks good. Now just wait for TRay feedback.
  16. Methonius Member

    I like the flow of this helmet so far. The only thing that I would suggest is if you have room in the tris department. See if you can do something cool for the back of the helmet.
  17. Akachi Member

    Thanks for the feedback. For the teeth, so far I have only had 1 negative feedback regarding it so I am not sure if it will be too much of an issue but I'll wait until I get further feed back. I've gotten mixed reviews on the head ridge, so depending on what T-Ray thinks, I'll either drop it or alter it. As of right now I have dropped the back of the ridge to make it less prominent and to maintain the flow of the helmet. As for making the top ridge more shark-like, I still wanted to maintain its original function as a helmet light so I decided to loose the original shark idea and go more for a sort of Dilophosaurus style of head ridge in terms of the profile, and also to mirror the TR heavy assault's helmet ridge. I also realized the jaw feature looked far more reptilian than shark-like, so I think this was a more natural transition.

    [IMG]


    Thanks, and I will definitely take that advice. I am going to start drawing up some ideas for some more detailed ornamentation for the helmet, especially the back. The poly count is currently 3,244 quads and can probable reduce the poly count even further without much loss in detail so I think I can go for some additional detail. I am not entirely sure what the suggested poly count should be, so some help in that department would be much appreciated.
  18. Nicococo Active Member

  19. Akachi Member

  20. gotimas Member

    P3D link please.
    Have to take a closer look at it

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