If you post a pic of the whole model from the front and side, smooth and wireframe people will be able to give you better feedback. Right now the images all show a small part of the model.
Making it easier to see the pics by posting direct links to them instead of a link to an archive file also increases the chance for feedback
What poly range are you shooting for? The head doesn't use much polys and the arms seem to use a a lot.
5-6k, but if you noticed, the "high" poly looking parts, were meshsmooth, just to show how it would look if i wa saiming for more 80k polys or something
It looks ok, it looks a litte rushed in all, how about you just show front and side with no mesh smooth? , would be easier to see the details with you model.
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It looks ok, it looks a litte rushed in all, how about you just show front and side with no mesh smooth? , would be easier to see the details with you model.
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well if you look, i posted 4 ( or 5 ) different parts, 1 is normal, 1 is faceted, 1 is meshsmooth, and 1 is meshsmooth faceted
The structure seems very sloppy, giving the model are very pudgy look. Try going through the model and try to clean it up a bit to make the detail alot sharper.
The chest looks kinda messed up. Partially this is due to the smoothing groups, but mostly I'd guess its because of the model's geometry. If you post a screenshot with the edges on we'd be more able to help.
IMO, you'd remove the "sloppiness" and have an easier time of modelling if you made the body and the armor separate from each other. It takes a little longer, but the result is much more impressive.
Looking really quite good...to be honest tho' there are some problem areas...inho it's more proportion...I had these on my HDD..thought these may help...
Hey Johnwoo, its interesting to note that the H2 developpers seemed to use fully handpainted normalmaps instead of highpoly bakes. Do you have more info on the subject?
Around soon after the time of E3 2003 I spoke with the engine coders who I work with, about the advantage/disadvantages in general regarding Normal-Mapping vs Bump-Mapping (you know the genaral discussion between coder and Artist ..) anyhow Halo2 was mentioned and someone said that it was actually bump-mapping used in Halo2, in which case bumpmaps as we all know are hand drawn, and normal maps originate from high resolution meshes...so afaik they are bump mapped.....unless anyone knows for sure, cos' the coder who said it seemed pretty sure..and it does actually look like bump mapping which is affected by dynamic light sources in-game which show some very nice detail on Master Chief.... ...
A friend of a friend actually made a suit after 'Ol MC, came out pretty good considering hes no professional costume builder, i could hook you up with those pics if you want just for sh!ts 'n' giggles
Replies
Making it easier to see the pics by posting direct links to them instead of a link to an archive file also increases the chance for feedback
What poly range are you shooting for? The head doesn't use much polys and the arms seem to use a a lot.
but how does it look so far?
It looks ok, it looks a litte rushed in all, how about you just show front and side with no mesh smooth? , would be easier to see the details with you model.
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well if you look, i posted 4 ( or 5 ) different parts, 1 is normal, 1 is faceted, 1 is meshsmooth, and 1 is meshsmooth faceted
here are the pics you wanted :
but ive picked it up again
and ive tried to remove the "sloppy-ness"
ne ideas how i can remove ne more "sloppy-ness"?? ( point out the parts( except for the arms ofcourse) )
p.s. i need a tut for max5 on modeling anime like hair ( dbz like spiky)
and y does my sig show in the preview post but not in the actual post?
IMO, you'd remove the "sloppiness" and have an easier time of modelling if you made the body and the armor separate from each other. It takes a little longer, but the result is much more impressive.
Hope this helps...
I picked up "The art of halo" book afew months back,ive just checked and it does say "bump-mapped",not normal mapped.
John