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the fatladysings - You should definitely define his facial features some more, the ears look rough still. Are you using reference?
[/ QUOTE ]I did use some reference and in Mudbox the ears are quite detailed. I think the problem is that I made the lowpoly before the highpoly and some shapes are a bit different and the normalmap was pretty ugly .
I made a few highpolygon heads and modelled a lowpoly head around it a few times and that seems to work much better, so I guess I'm going to start on another model now and make a better head another time
Michael Douglas was actually the first person I thought of when I saw the picture, before even reading the Hollywood bit. Therefore, since I'm usually terrible at figuring out who a model is meant to be, you've either got a good likeness down (if it is him) or I have some kind of sub-conscious obsession with Michael Douglas...
i'm busy with a female head, the problem is the polygonflow around the mouth... still need to improve that. oh and by the way, the eyes are only temporarily that high poly. C&C's welcome
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Michael Douglas!
It's actually a pretty good likeness now that I know who it is
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BINGO Yes , that's Michael.
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I can see the likeness, but I think Michael Douglas has a thinner and more hook-like nose.
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I will look closer at his nose (without addition new polys),it's not so easy " LOW POLY LIKENESS ".
Michael 's got already 772 polys tris.
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Michael Douglas was actually the first person I thought of when I saw the picture, before even reading the Hollywood bit. Therefore, since I'm usually terrible at figuring out who a model is meant to be, you've either got a good likeness down (if it is him) or I have some kind of sub-conscious obsession with Michael Douglas...
just don't use noise was my constructive criticism there you either paint your structure yourself recommended if you go for a cartoony look or just overly a photo that has a suiting structure !!
irritant: the top one needs a LOT more detail for the size that it is. more hand painted 1pixel detail, and i'd definitely kick back the dark shadows a bit, along with the bright light in the middle. even on older tech (which i'm assuming you're still working with) that much baked lighting pretty much wont look good.
Removed the lighting in the middle That texture will be scaled down to 1/2 that size in maps...hmm dark shadows, you're right they are too dark. (edit) toned them down some
The main issue with the shadows is still there. they are too dark, and really the most crippling factor about them is that they are directional shadows cast from an angle.
The light is coming from the top right. If this texture was on a map and there was a light to the bottom left, it would look completely silly.
You should use some baked AO and maybe maybe a little top down shadows, but if ever possible try to stay away from very profound casting shadows like that.
rooster: looks to me like the diffuse and normalmap are seriously bitchin at eachother and I think the diffuse wants the normalmap's/bumpmap's job and has resorted to violence!
but it's a test and lord knows what ur motives are.
yeah razorbladder you're right . my Motives are top secret however, certainly nothing to do with total world domination.. nope..
I've messed about with the maps and lighting a bit, and afterwards a small bit of post (colour tweak etc which is fine for what I'm planning):
theres bits I like and bits I don't, need to see how to seperate them
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The baldness is temporary.
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got baked tonight and refined some his form
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so THATS your secret!
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lol, I was wondering if anyone else used that 'technique'
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ha. the one most likely not found in any tutorial
Inspired imensely by Tennis's awesomeness i wanted to try something low poly too hehe.
My character Aethena.
bout 450 tris, 128x128 texture.
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sweet. a little boxy though. The feet could do with being triangular for that feminine touch.
ofcourse most of them will be normalmapped once im satisfied with the details.
working on some carpet textures. This is the first one so far.
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you are not seriously considering to use a noise filter for structure in a game texture are you ?!??!
bored out of my mind right now, can't wait to find out about the dominance contest so that I can start doing something productive soon :P
I try to do some basic-low poly likeness.
Anybody can see who's that ?
you are not seriously considering to use a noise filter for structure in a game texture are you ?!??!
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. . .What?
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bored out of my mind right now, can't wait to find out about the dominance contest so that I can start doing something productive soon :P
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Heh, that's a good candidate for a Quake torso gib replacement :P
Some leg work.
It smells like "Hollywood" star.
I try to do some basic-low poly likeness.
Anybody can see who's that ?
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kurt russell?
the fatladysings - You should definitely define his facial features some more, the ears look rough still. Are you using reference?
[/ QUOTE ]I did use some reference and in Mudbox the ears are quite detailed. I think the problem is that I made the lowpoly before the highpoly and some shapes are a bit different and the normalmap was pretty ugly .
I made a few highpolygon heads and modelled a lowpoly head around it a few times and that seems to work much better, so I guess I'm going to start on another model now and make a better head another time
thank You guys for the participation.
Non - that's not should be K.Russell ,Robin Williams even non Tom Hanks.
Well,probably I'm still bad in a modelling .
Can We try second rond ?
His initials are - M. D.
Come on guys , makes me pleasure, let's guess.
It's actually a pretty good likeness now that I know who it is
it's supposed to be a security guard
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Michael Douglas!
It's actually a pretty good likeness now that I know who it is
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BINGO Yes , that's Michael.
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I can see the likeness, but I think Michael Douglas has a thinner and more hook-like nose.
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I will look closer at his nose (without addition new polys),it's not so easy " LOW POLY LIKENESS ".
Michael 's got already 772 polys tris.
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Michael Douglas was actually the first person I thought of when I saw the picture, before even reading the Hollywood bit. Therefore, since I'm usually terrible at figuring out who a model is meant to be, you've either got a good likeness down (if it is him) or I have some kind of sub-conscious obsession with Michael Douglas...
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cool , my work has the sens.
The light is coming from the top right. If this texture was on a map and there was a light to the bottom left, it would look completely silly.
You should use some baked AO and maybe maybe a little top down shadows, but if ever possible try to stay away from very profound casting shadows like that.
been outta practice, but wanted to practice modelling other ethnicities. so here is an...
asian dude
*edit* yay, I'm a line
just a test:
warby: pretty damn cool man!
just a test:
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rooster is that to replace your tongue rock look? if so then much better.
but it's a test and lord knows what ur motives are.
This oldskool mapping is pure nostalgic fun .
no spec yet roflwaffle
I've messed about with the maps and lighting a bit, and afterwards a small bit of post (colour tweak etc which is fine for what I'm planning):
theres bits I like and bits I don't, need to see how to seperate them
another slightly different one: