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UDK DIRECTX11 CHARACTER

Hi guys this is the model i have done for my dissertation, I have decided to make a model that should be placed in the next generation videogames, it means that i have used 2k thextures one for body and one for head, 40k triangles for the full model hair and tail not included and Directx11 tessellation and subsurface scattering. The character I chose to represent is Vegeta of Dragonball but with a personal reinterpretation. Below you can find all the pictures about it, from the concepts to the final rendering in UDK. I know I had a very poor result with the face compared to the original sculpture, also the hair are very unnatural and flat, I have a lot of things to learn about hair as it was my first attempt in doing it. Anyway I think I had a quite nice result with the combat suit but I wait for your judgment before for confirming that thought.

vegetafinalecoloriaggiusti_zps99494d31.jpg

vegetavisoperesportazione_zpsdaec133d.jpg

wireframe_zpsdba88254.jpg

visowireframe_zps089e50ed.jpg

highpoly-Copy_zps2541a1d0.jpg

visohigh_zps975b4c52.jpg

udkrender_zpsc6caf945.jpg

otherwiews-Copy_zps08288680.jpg

closewievs_zpsdd4e6a98.jpg

udkrenderface_zpsdc10bef7.jpg

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