WOAH! That is quite possibly the most impressive realtime character that I have ever seen! An absolutely insane amount of detail while still remaining very readable. I dig the glowing parts too.
I'll second what Scooby Doofus said, the shoulderpad seems like it needs just a little bit of color. That was one of my favorite parts of the model, and it's a little hard to read at the moment.
Not quite what I expected, but I think it looks absolutly fantastic! Definatly one of the best of Poly Count!
I do think he needs pale if not bluish-white skin, though... that's sort of what I imagined him to look like in the beginning.
Yup, no doubt this is a fantastically realised model, and a technical feat. My only minor gripe is that the head looks a lot less evil with the texture now.
the texture colourscheme certainly wasn't what i was expecting, (I was expecting pale skin and the gold trim & blue lighting to be of a red hue and the skull armour type stuff in the organic bone and flesh colours) but the result is ace nontheless.
thanks alot guys, i don't think i've ever got this kind of responce for anything i've ever posted on polycount hehe. As far as the colors this is totally inspired by Kurast in Diablo 2, i love that sort of eastern evil black and gold look... I'll be tweaking the colors and stuff when i put the final render together so colors might change, but it definitely won't get any worse than this hehe
looking like the sex! I'd suggest putting a bit more of a blue component in his skin tone to get him a little more organic feeling. Doing an AO pass on your high res projected on the low res uv's, and doing a gradient map on that in photoshop of a slight orangey pink for shadow and bluish white for lit, then soft light it over your base. Works wonders for nice fleshey organics.
rockstar you've never gotten a response like this because i'm quite sure you've never posted anything this high quality. honestly, it represents a quantum leap from the early personal work i remember you posting in those days gone by... so be proud. and enjoy the lavish ego stroking, because every once in a while when people go off like this, it's actually deserved
awesome work mr_rockstar, I really dig the skintones, contrast and lighting of that piece. as I said before it's ut2k7+ quality, the details are perfectly flowing and it's really easy to read, which IMO is one of the strenghts of this model (besides the technical achievement which is really outstanding).
I really hope you will put that one into quake4 or ut2007, it will really deserve it. (sorry for the fanboy-ism, but I love it man)
edit: i don't have a polygon count screengrab, but the final one ended up at exactly 5000, i'll put one out as soon as i get back from vacation, cheers all
killer work man, you are the king of detail.
really impressive how well the normal-mapping works on this guy, best use of it in the whole competition without a doubt.
i was surprised at how simple the diffuse was too, and it works really well.
kick ass, you're in the top 3 without a doubt. maybe even 1st.
If there's something wrong, then I don't see it. Absolutely flawless execution from concept to final model. Certainly in the running for first place. Congratulations, Rockstar, and good luck!
I'm crushed, this is just too good, I'm going to hang uup my modelling tile and just animate from now on. this is as good, if not better than Gears of War. This is just amazing, probably the top contender.
Replies
I'll second what Scooby Doofus said, the shoulderpad seems like it needs just a little bit of color. That was one of my favorite parts of the model, and it's a little hard to read at the moment.
I do think he needs pale if not bluish-white skin, though... that's sort of what I imagined him to look like in the beginning.
Give that mofo a platform.
I really hope you will put that one into quake4 or ut2007, it will really deserve it. (sorry for the fanboy-ism, but I love it man)
Spark
truly amazing work, R*.
more images and the actual submition pics:
http://www.t3h-v.com/folio/corum.html
http://www.t3h-v.com/WIP/CORUM_SUBMITION
edit: i don't have a polygon count screengrab, but the final one ended up at exactly 5000, i'll put one out as soon as i get back from vacation, cheers all
really impressive how well the normal-mapping works on this guy, best use of it in the whole competition without a doubt.
i was surprised at how simple the diffuse was too, and it works really well.
kick ass, you're in the top 3 without a doubt. maybe even 1st.
That's sweet.
I love you man.
he came out spectacular ... a very strong submission on pc's side indeed
bust out a few ribs and blow yerself, u deserve it
holy sh!t...
Two thumbs up.
Scott
Congrats on CGTalk frontpage too.
Well done dude.