Short Backstory: 3 shaolin monks venture to the roman city in search of a skillfull challenger and end up in the arena.
I switched the arms around so it can fit the traditional shaolin uniform. Poop you kick ass at modeling and unwraping. I love texturing these awsome lowpoly models.
They will each have seperate weapons and different heads.
Hey SupRore: Just fill in all your blank areas for now. A blank canvas can be daunting. Draw linework with your dark color to define your design & get your positioning correct on the texture. Then fill in with detail/surface rendering.
Well, I wanted to be finished by tonight, so I'm going to call this done. It doesn't match up to any of your work, but I did learn a lot from it.
A few questions, due to my general inexperience:
#1: Should I just delete the elements/objects I'm not using, or hide them with alpha mapping?
#2: What should I do with the model/texture now that it is finished?
Awnsering suprore:
1. Sure,this is no contest for prize money,I'm suring poop won't care if you erase something.
2. whatever you want realy,just give credit to poopinmymouth and that's all you need.
I wouldn't call it done yet though.
I know how you feel about being inexperienced.
Just give it some overlays and DON'T render this model.
It looks way better all pixely with 100% self illumination.
Don't forget a sharpen filter to top it off and don't be so damn negative.
Hey SupRore, if it is any consolation, I am doing this to improve my texture skills also. I'm pretty happy with how it turned out, but I'm always happy to hear crits if anybody sees how this could be improved.
The deadline for these isn't really rigid, Poop flew back out to LA this afternoon, so he'll be home some time tonight.
If people still wanna work on their skins, feel free - I'm gonna try and get the whole package exported to Quake 3 over the next day or two - anyone's skins which are finished can be sent to me at p.greveson[@]gmail.com and they will be included in the player model.
I might have to do some brightness/contrast edits to the textures to get them looking best in Quake3 but that's all I'll do to your work
So yeah, when you think you're done, email me texture flats at the address above (TGA format preferably), along with any shader files you want to use for effects. I'll sort out hiding/showing any pieces of the mesh you didn't use.
Plenty of time left if people want to polish a little further
Ninjas: Good work, if you wanna email me that, feel free.
hey mop, im really digging your skin P.S - is there any way to extend a bit the dead line ? unfortunately university eats my spare time and spits it in my face...( yeah, im selfish lol )
Nacire: excellent work so far, but those tattoos are killing it for me. I've never been a fan of those 'tribal' tats, and it looks rather out of place on him. arg, and I hate the ones that are over one eye. don't get me wrong, its well made, I just don't like the design of the tattoos. give him something worthy of not having a mirrored back.
i might be able to finish tomorrow, not sure yet. it depends on how long it takes me to rig this other character i'm rigging on. er, working on. gettin late, lol
edit: one more update before i go to bed. finished the skin tones. just need to add color, then it's on to the armor i might get this done yet
Wow. I'd totally be down for making a badass skin for this chump, but I've been on vacation the last few days, and will continue to be so through GDC this week.
meh, rooster, the deadline is lax - i still haven't had the time to export the mesh to MD3 yet (although it's all set up and ready to go).
if people wanna keep going with skins, they can - just the faster it's finished, the more guaranteed you are it will make it into release. Makk's is the only one i have recieved yet anyway.
Okay, I scrapped the tribals as suggested and looked for something worthy. After wasting a lot of time searching I finally jsut settled on the "Eye of Ra" tattoo for his back. It was pretty meaningful and had a nice asymmetrical design. Also at the last minute I decided to toy with a helm idea, the studded mask. In the end I couldn't decide to use it or not. Here are all of my maps and the character with helm and without. I'll probably send all of them in the zip file, maybe you can play him with the mask or without.
-ps- Maya's hardware viewport is crappy with alpha sorting and I couldn't figure out how to get max to display textures unfiltered, so I just rendered fullbright out of max.
Replies
I'll go ahead and start ruining the head when I get back to this.
Here's a bit of an update on mine:
Short Backstory: 3 shaolin monks venture to the roman city in search of a skillfull challenger and end up in the arena.
I switched the arms around so it can fit the traditional shaolin uniform. Poop you kick ass at modeling and unwraping. I love texturing these awsome lowpoly models.
They will each have seperate weapons and different heads.
Ninjas: That helmet rocks.
A few questions, due to my general inexperience:
#1: Should I just delete the elements/objects I'm not using, or hide them with alpha mapping?
#2: What should I do with the model/texture now that it is finished?
1. Sure,this is no contest for prize money,I'm suring poop won't care if you erase something.
2. whatever you want realy,just give credit to poopinmymouth and that's all you need.
I wouldn't call it done yet though.
I know how you feel about being inexperienced.
Just give it some overlays and DON'T render this model.
It looks way better all pixely with 100% self illumination.
Don't forget a sharpen filter to top it off and don't be so damn negative.
I had no idea about using sharpen, and for whatever reason I got it into my head that I shouldn't be using overlays for this texture. Updated version:
Hey SupRore, if it is any consolation, I am doing this to improve my texture skills also. I'm pretty happy with how it turned out, but I'm always happy to hear crits if anybody sees how this could be improved.
So is this gonna be a Q3 pppm or anything?
Going to the Commonwealth Games tomorrow so I might not quite finish it by the deadline.
The deadline for these isn't really rigid, Poop flew back out to LA this afternoon, so he'll be home some time tonight.
If people still wanna work on their skins, feel free - I'm gonna try and get the whole package exported to Quake 3 over the next day or two - anyone's skins which are finished can be sent to me at p.greveson[@]gmail.com and they will be included in the player model.
I might have to do some brightness/contrast edits to the textures to get them looking best in Quake3 but that's all I'll do to your work
So yeah, when you think you're done, email me texture flats at the address above (TGA format preferably), along with any shader files you want to use for effects. I'll sort out hiding/showing any pieces of the mesh you didn't use.
Plenty of time left if people want to polish a little further
Ninjas: Good work, if you wanna email me that, feel free.
Mop: I have a couple things I want to get sorted out with the skin, but I expect I'll get it to you sometime today.
Ostrich, great work!!
Thanks for the GUN, by the way;)
Poor guy.
Thanks for the GUN, by the way;)
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Haha, anytime.
Mascot version on right.
red and green should never be seen?
didn't get too far, will see if I can get it nicer for tomorrow night
Almost done.
i might be able to finish tomorrow, not sure yet. it depends on how long it takes me to rig this other character i'm rigging on. er, working on. gettin late, lol
edit: one more update before i go to bed. finished the skin tones. just need to add color, then it's on to the armor i might get this done yet
Expect an email Mop
edit: added some small colour varition in there.
Some really cool work here. Love the colours on yours Hollowmind
some doodling from last night.
if people wanna keep going with skins, they can - just the faster it's finished, the more guaranteed you are it will make it into release. Makk's is the only one i have recieved yet anyway.
when did you send it?
-ps- Maya's hardware viewport is crappy with alpha sorting and I couldn't figure out how to get max to display textures unfiltered, so I just rendered fullbright out of max.