i dug up an old character of mine (about a year ago) and worked on it some more. concept is by blizzard entertainment (although i slightly changed it while modeling)
C&C welcome!
EDIT: and obviously the middle nose- and fleece edges will be removed once i no longer need the symmetry modifier.
[ QUOTE ] @syaped: you realize that he has some serious anatomy errors, right? When was the last time you saw someone with arms reaching to their knees? And the hands are HUGE.
[/ QUOTE ]
Haha yeah. He's meant to have some superhuman anatomy but I didn't realize how long his arms were until I rigged and put his arms down like that.
Thanks Slaught
dfacto - Yeah he's a space marine scout, a space marine in training.
working on a guitar hero styled self model :P Its my third attempt at character art as i am a level artist i want to have at least one character in my portfolio so that future employers can see i would/will be able to make more complicated geometry. i need crits also ill post up the wires in a bit as soon as 3ds max stops crashing on me
[ QUOTE ]
Its my third attempt at character art as i am a level artist i want to have at least one character in my portfolio so that future employers can see i would/will be able to make more complicated geometry.
[/ QUOTE ]
That isn't such a good idea, as it will confuse most employees as to what role/position you're applying for when presenting your folio/demoreel. If you're going to apply as an environment/level artist, then you really should focus on that and make sure all your work is polished rather than attempting a character just to show your versatility. It'll do more harm than good.
But not to derail this thread, the start on your model is looking good so far, possibly posting some wires or maybe even starting your own thread to get some crits and advice seeing as this is your first character model.
Keep it up.
difference is it kind of looks right on big power armoured dudes with massive shoulders etc, but this guy has pretty form fitting armour and the stylised proportions are brought into focus without the counterbalance. I think the modeling and texture are great, but would prefer slightly reduced arms/hands myself
A test to see if I can get an Art Nouveau style without fussing about with tons of difficult shaders.
After all the talk, I almost dare not ask about polygon counts anymore, but it IS polycount.net after all. From what I understood, the only polygon count that matters is the amount of polygons being rendered. By that logic, a shell with inversed normals wouldn't count as double the polycount, but more like 1,5 times, because most of it is blocked by the regular model. Is this correct?
damn i feel really dumb now, but somehow i can't get these uv's right... usually after fiddling around a bit it all comes together but this time it seems to me like it's impossible to create efficient uv's..
so that's why i would really love the person who can make a paintover of this image to show me a way to do it. (and if your not really in to me loving you i might just really like you )
so here is the puzzle:
and when the puzzle is solved and the uv's are done (and maybe after some tweaking the model a bit more) i will release this one as an SDK if anybody is interested.
Still working on this model be gentle with the crits:P this is the farthest i've ever come to completing a character :P my last 2 tries i stopped and the head :P but since its been over a year and i have learned alot from all my enviroment work i decided to make this baby im having alot of fun with it. what does everyone think? also if anyone know any good ref sites for the human body can you hook it up thanks.
@ Arman - To be gentle...I'd say you need to be a little bit more gentle with his shoulders...they seems to rigid and tense to be relzed...it'd be nice to adjust it a little bit more.
@ Japhir - The helm looks great but to me I think the mouth piece seem a little wider than the ones I've seen before.
ComradeJ: Now you just need to apply it to a pretty lady and you'll be set!
Japhir: I think it might work best on a 1:2 texture sheet. If you need more room for the fins or don't like the distortion, you could move the head to another texture sheet. You should also consider straightening out some of the edges. Sure, you'll get some distortion, but it shouldn't be noticeable and will make your painting job easier. There's still some wiggle room so you might be able to move/tighten/squeeze some stuff around to make room to give the top arm (from shoulder to wrist) some unique texture space.
Or just giving the model more unique texture space in general will help to fill the 1:1 texture sheet.
Thanks a lot spacey! i finished the uv's and i'm going to upload the SDK very soon in a seperate thread. In the end i chose one 256^2 texture and one 128^2
thanks again, the SDK should up to download pretty soon in a seperate thread!
testing out a friend's fx-shaders with a wip-model of mine. micronormals (left), ao map-blending, sss-fake, multiple lightsources (right), etc. the eye shader rocks in motion. i'm not even using half of the features so far.
[ QUOTE ]
nice eyes, thomas. If that's a girl, drop the moustache
[/ QUOTE ]
NO!
g.j: nice 1 .. ..is there a way to give the right one a sss-fake with warm dark tones? (left ist too greyisch and the skin bump doesn´t come out so nice)
on the other hand the bump is too strong on the nose and chin (right)
why you never post?.. at least i know your new webpage now
aha thanks men. i guess you me and vitor are the only ones that can fully apreciate this model. lol.
this bin is for portuguese ppl the same way the dumpster is for our americans friends. lol
enix: looking really good! very cool resemblance!
IronHawk: looking cool as well. might do one skate board as well. eeh
Update of the map I've posted some posts before ...
I think I've finished this one and I'll now work on the UT3 's version of the editor.
This "map" was just an exercise to understand this editor ...
Et voila !
Water is done with the really helpfull Hourence's tutorial (http://www.hourences.com/book/tutorialsindex.htm). I've used it but deleted one group and simplify an other (this way i understand it better).
little update i made a lot of little changes to the feet and shoes also the butt :P i attached the hands to the forearms and took some polies off of it. i also added a little bulge at the top of the forearm where the bicep would be.and i fixed the elbow joint alot! tell me what you think.
This trio of bins are called ecoponto. and you can find them here in portugall all arround. they used for recycling. each bin is used for one kind of trash.
yellow: plastic and metal
green: glass
blue: paper and cardboard
Replies
It's 40k, don't argue.
C&C welcome!
EDIT: and obviously the middle nose- and fleece edges will be removed once i no longer need the symmetry modifier.
@syaped: you realize that he has some serious anatomy errors, right? When was the last time you saw someone with arms reaching to their knees? And the hands are HUGE.
[/ QUOTE ]
Haha yeah. He's meant to have some superhuman anatomy but I didn't realize how long his arms were until I rigged and put his arms down like that.
Thanks Slaught
dfacto - Yeah he's a space marine scout, a space marine in training.
Next time you can draw a circle around the character for guidelines if you want to..worked for me when building arms for a character.
Otherwise known as the "Phantom" in the N64 007 Shooter...
[/ QUOTE ]
Ah, brings back memories Awesome looking model.
Its my third attempt at character art as i am a level artist i want to have at least one character in my portfolio so that future employers can see i would/will be able to make more complicated geometry.
[/ QUOTE ]
That isn't such a good idea, as it will confuse most employees as to what role/position you're applying for when presenting your folio/demoreel. If you're going to apply as an environment/level artist, then you really should focus on that and make sure all your work is polished rather than attempting a character just to show your versatility. It'll do more harm than good.
But not to derail this thread, the start on your model is looking good so far, possibly posting some wires or maybe even starting your own thread to get some crits and advice seeing as this is your first character model.
Keep it up.
jibowski: That's awesome!
-caseyjones
It's 40k, don't argue.
[/ QUOTE ]
ha. motto i've had to live by for the last 8 months
[ QUOTE ]
It's 40k, don't argue.
[/ QUOTE ]
ha. motto i've had to live by for the last 8 months
[/ QUOTE ]
Holy crap sectaurs is working on the 40k mmo
Iron lore + relic, remember?
http://www.battlereports.com/users/dustbiter/dow1/image1/bloodr.JPG
here are the wires
After all the talk, I almost dare not ask about polygon counts anymore, but it IS polycount.net after all. From what I understood, the only polygon count that matters is the amount of polygons being rendered. By that logic, a shell with inversed normals wouldn't count as double the polycount, but more like 1,5 times, because most of it is blocked by the regular model. Is this correct?
Good looking head
Do you found a Tutorial for getting it in the game or do you figured it out by yourself?
@ Armanguy
Head looks nice but the loops are very strange and the polys you put in the ears are too much compared to the rest.
@ ComradeJ
Cool Style!
Haven´t found any tutorials on the net so far.
so that's why i would really love the person who can make a paintover of this image to show me a way to do it. (and if your not really in to me loving you i might just really like you )
so here is the puzzle:
and when the puzzle is solved and the uv's are done (and maybe after some tweaking the model a bit more) i will release this one as an SDK if anybody is interested.
i still need help on my nagasiren uv's!
@ Japhir - The helm looks great but to me I think the mouth piece seem a little wider than the ones I've seen before.
Japhir: I think it might work best on a 1:2 texture sheet. If you need more room for the fins or don't like the distortion, you could move the head to another texture sheet. You should also consider straightening out some of the edges. Sure, you'll get some distortion, but it shouldn't be noticeable and will make your painting job easier. There's still some wiggle room so you might be able to move/tighten/squeeze some stuff around to make room to give the top arm (from shoulder to wrist) some unique texture space.
Or just giving the model more unique texture space in general will help to fill the 1:1 texture sheet.
thanks again, the SDK should up to download pretty soon in a seperate thread!
testing out a friend's fx-shaders with a wip-model of mine. micronormals (left), ao map-blending, sss-fake, multiple lightsources (right), etc. the eye shader rocks in motion. i'm not even using half of the features so far.
the moustache is painted, tho.
Further along on the skate deck.
nice eyes, thomas. If that's a girl, drop the moustache
[/ QUOTE ]
NO!
g.j: nice 1 .. ..is there a way to give the right one a sss-fake with warm dark tones? (left ist too greyisch and the skin bump doesn´t come out so nice)
on the other hand the bump is too strong on the nose and chin (right)
why you never post?.. at least i know your new webpage now
nice eyes, thomas. If that's a girl, drop the moustache
[/ QUOTE ]
just found my new sig
this bin is for portuguese ppl the same way the dumpster is for our americans friends. lol
enix: looking really good! very cool resemblance!
IronHawk: looking cool as well. might do one skate board as well. eeh
i meet many chicks that need to wax their shit
I think I've finished this one and I'll now work on the UT3 's version of the editor.
This "map" was just an exercise to understand this editor ...
Et voila !
Water is done with the really helpfull Hourence's tutorial (http://www.hourences.com/book/tutorialsindex.htm). I've used it but deleted one group and simplify an other (this way i understand it better).
This trio of bins are called ecoponto. and you can find them here in portugall all arround. they used for recycling. each bin is used for one kind of trash.
yellow: plastic and metal
green: glass
blue: paper and cardboard
they are approximately 1.70m high.