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Hermoor's monsters
Rigi Offline
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RE: Hermoor's monsters

Well, I can see how the sash would be difficult. There's always a way to cheat the design by making lower bandages into a skirt:

[Image: Mummymodifications.png] Also in this I tried to clarify a hair solution that's like clumps of hair poking through the bandages.

EDIT: I forgot to mention that what attracts me to the idea of the black skin is basically forcing an identifying trait and also making her a little stealthy :> The identifying trait is the only thing you can see (the bandages) and leaves the rest of her figure a mystery unless you got a good, well-lit look at her.
(This post was last modified: 08-19-2011, 11:20 PM by Rigi.)
08-19-2011, 11:17 PM
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Hermoor Offline
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RE: Hermoor's monsters

Yes that is a very good idea the bandages being a skirt. Bandages around her hair with hair sticking out is also good. They probably did drill into her skull as well, causing chemical inbalance in her brain Wink. That short bandage skirt would also make her look kind of slutty, like a whore. Which would be good since she is a victim right...

I'm not so sure about the skin though, it might be scary not to see what is coming. But there are a few problems with super black skin. Shading is hard, since everything is suppose to be black one can't go from light to dark. One has to rely on specular lights, which means detail like...scars and muscles etc won't be noticed really in the diffuse texture.

I think also the fact that Amnesia is very dark and sometimes almost pitch black. That means almost nothing of the texture will be seen at times, it might be confusing for the player if he can't see the monster well. The contrast between the bandages and the dark skin also might look out of place I think.

There are a few other things one has to take into account, since your mod I suspect will take place in dark areas often inside a house...there is a reason most zombie like creatures and vampires etc are white. One gets a tan in the sun, spending a lot of time in darkness makes you turn white. Being pale also is a sign of being sick, being brown or black often means you have a good supply of D vitamin in you.

Also if the skin is suppose to be very dark the hair can't really be nothing but black either. This means at long distances the player will see nothing but a sillhouete of the character. It's not very often the player will be close to the monster. Sillhouetes aren't as scary as seeing the real thing. As I said there is a reason people often are pale in horror movies/games etc.

A black zombie or a black vampire/skeleton wouldn't be as scary as what colour they really have would they. Of course this doesn't mean the skin can't be dark. But I think pitch black or african black is a bit too much?

The contrast that is often seen in old horror movies or illustrations etc between black and white also brings forth horror. I mean how scary would the seventh seal be if the face of death was dark skinned and not white? How scary would Voldemort in Harry Potter be if he was dark skinned...
[Image: seventh-seal130.jpg]

Hehe just had to post this image, but serioulsy don't you think there has to be a element of sickness in the character design? The thought of a invisble ninja has never scared me as much as the thought of a sick confused freak.

Other than the skin I think it's a perfect design, another thing don't you think to bring forth more of the sick side of the character one should show that she is mostly bald at least maybe at the front of her head. One might mistake the bandages for some kind of headgear and that she has plenty of nice hair underneath. I really like the thought of making a female Gollum. One never sees women potrayed like that in illustrations, probably because most illustrations are drawn by men. A female gollum would be awesome xD. Anyway here made another quick sketch of the changes in the design with the bandages at the back of the skull so one can see she has lost a lot of her hair?
[Image: bald.png]

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08-20-2011, 12:34 AM
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Rigi Offline
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RE: Hermoor's monsters

I guess the pitch-black skin is really more of a side effect of my design style.

You could always go grotesque and make it look like the black skin is due to tons of third degree burns all over her body with a couple icky exposed flesh patches :> Another thing is that I feel like the face being covered would be good if she looks tortured, because it leaves how they could have messed up her face to the imagination.
(This post was last modified: 08-20-2011, 01:28 AM by Rigi.)
08-20-2011, 01:28 AM
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Kman Offline
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RE: Hermoor's monsters

http://www.scaryforkids.com/stories-to-tell/

The first picture on this is how I would imagine it to turn out. Of corse it's next to impossible to make something THAT terrifying in blender but something along those lines would successfully make me fear quit Smile

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08-20-2011, 09:26 AM
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zecuro Offline
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RE: Hermoor's monsters

(08-19-2011, 10:38 PM)zeravia Wrote:
(08-19-2011, 10:36 PM)Hermoor Wrote: [Image: referenceaaa.png]

O___________O

that things going to be in Amnesia?! wow dude... I can't wait! XD
my good drawing and all but the bandage all around the body its look like a naruto caracter not much scary but i like the concept god work Smile

but is it free to use if i want to draw my own cuz its apretty good concept
(This post was last modified: 08-20-2011, 02:31 PM by zecuro.)
08-20-2011, 02:29 PM
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Hermoor Offline
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RE: Hermoor's monsters

@Kman that is a similar vision to what I have. Just perhaps not that dramatic.

I'm going to start texturing now, but before I start I got one question for the veterans around this forum. Since I'm going to use a alpha layer for the hair I was thinking of having a seperate texture file for the hair. Can one model have two diffuse textures? Or does it all have to be in one texture file?

"If you can spend a perfectly useless afternoon in a perfectly useless manner, you have learned how to live"
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08-20-2011, 08:08 PM
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palistov Offline
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RE: Hermoor's monsters

Hermoor you can apply separate diffuses to different submeshes. I believe that's how grunts' hair works; it is its own submesh.

08-20-2011, 08:13 PM
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Hermoor Offline
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RE: Hermoor's monsters

Ok so people can divide the model into submeshes later? Ok then two diffuse textures is ok then thanks Wink

"If you can spend a perfectly useless afternoon in a perfectly useless manner, you have learned how to live"
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08-20-2011, 08:19 PM
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plutomaniac Offline
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RE: Hermoor's monsters

Yes you can. Just a warning though: the modeleditor doesn't seem to like models with many meshes. I would say up to five otherwise I usually end up with most of them being at 0,0,0.
08-20-2011, 09:47 PM
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Hermoor Offline
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RE: Hermoor's monsters

Hi I have been busy lately but i unwrapped the model this evening. Maybe will start texturing it soon Smile Having done it so many times before without no reward...it's kind of like doing homework but without the grades xD...I'll do it eventually don't worry.
[Image: girlscreen.png]

"If you can spend a perfectly useless afternoon in a perfectly useless manner, you have learned how to live"
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08-22-2011, 09:55 PM
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