I can make some front/side views if you wish, just ask.
I hope you like it, tell me what you think. I think my main mistake was to do a way too illustrative more than descriptive concept, I was lost when I had to begin texturing, and It did not match the mesh. I'll try to learn from my mistakes
edit: note that head is a modified over painting, and also that we had to do separate meshes, with limited skin.
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Wow.. I'm surprised that theres a lot of people making plenty amount of Quake3 models.
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Really? Why does that surprise you? Quake III is still in the top 10 online games, and more popular than ALL THREE Unreal Tournaments COMBINED in number of players per day.
I don't know Dane, it looks like they used their texture space fairly well altthough you could easily scale that to 256 texture without loosing any detail. It looks loads better than the majority of this recent boom of quake 3 models.
Thanks all for the feedbacks
I have already see your heads thread, looks great, maybe I'll give it a try (hem, don't know if it's correct :P learning learning...)
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The texture has a great quality to it. If you clean up you're unwrapping and waste less space there will be more room for you're great details.
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at the beginning we weren't allowed to use many skins as I did for the errr... the part between pelvis and legs :P so there's polys and uv space wasted there because It was suposed to be shown when moving. I'll try to do more 'in one piece' uvs next time.
You're all right, mesh is 'a bit' poor, made way too quickly , lazy student I am and modeling beginner too (baah and 1000 polys is not enought grrr)
Here's a hight-res wire [132Kb] http://www.mentalwarp.com/~moob/show/q3_01/wire.png
Maybe (certainly) they're tricks I don't yet understood about modeling in a way skin don't go wrong too much. If you have any idea... I recently saw some at school but for Ut character, I don't know if we can do something for under 1000polys models (this one is 1070 I think)
I'll try to correct the texture elbow problem asap and anim if I find how. I think we can submit skins here, where & how? is this for special members and/or profesionnals?
Replies
Looks good overall, but really just because of the really well done texture... Oh and I like the design
Wow.. I'm surprised that theres a lot of people making plenty amount of Quake3 models.
[/ QUOTE ]
Really? Why does that surprise you? Quake III is still in the top 10 online games, and more popular than ALL THREE Unreal Tournaments COMBINED in number of players per day.
http://www.csports.net/TopGames.aspx?Matrix=0&Mod=0
Good work, keep it up.
I have already see your heads thread, looks great, maybe I'll give it a try (hem, don't know if it's correct :P learning learning...)
[ QUOTE ]
The texture has a great quality to it. If you clean up you're unwrapping and waste less space there will be more room for you're great details.
[/ QUOTE ]
at the beginning we weren't allowed to use many skins as I did for the errr... the part between pelvis and legs :P so there's polys and uv space wasted there because It was suposed to be shown when moving. I'll try to do more 'in one piece' uvs next time.
You're all right, mesh is 'a bit' poor, made way too quickly , lazy student I am and modeling beginner too (baah and 1000 polys is not enought grrr)
Here's a hight-res wire [132Kb]
http://www.mentalwarp.com/~moob/show/q3_01/wire.png
Maybe (certainly) they're tricks I don't yet understood about modeling in a way skin don't go wrong too much. If you have any idea... I recently saw some at school but for Ut character, I don't know if we can do something for under 1000polys models (this one is 1070 I think)
I'll try to correct the texture elbow problem asap and anim if I find how. I think we can submit skins here, where & how? is this for special members and/or profesionnals?
see you