This was my sumea entry, I was late to hear about the competition, kinda crazy having a 4 month competition anyways. I worked on this guy for a few weeks though which was just enough.
In the end my presentation wasnt great, I just seemed to run outa time at the end so Im not really expecting to place that high or anything, but it was fun I guess.
Anyways I thought I would post it here, see what you guys think. For those who dont really know me, I just turned 20 and Im from Wellington, New Zealand.
Feel free to critique if u want, but the deadline is over so I dont plan on making any immediate changes.
Good stuff. I think there is an imbalance between the face and the rest of it though. The face seems a bit bland and washed out, and doesn't seem to gel with the rest. As though it didn't have a normal map but the rest did (which I can see on the texture sheets isn't the case).
I think adding in some details to the face such as faint forehead wrinkles and a few other around the face, some more contrast and a bit more colour should help.
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Why did you paint in highlights and shadows for a normals mapped model?
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I converted the normals to height value which I used with low opacity on the diffuse so I can tell what I am looking at when paintinq, looks better when rendered IMO.
hey Asmuel, i think its one of the better characters to come from the sumea comp, but the spec map is pretty bad, all the materials look the same.
the chest plate looks like its supposed to be made out of metal, judging by the diffuse map, but the specular just glosses over it.
Thanks Aniceto, your absolutley right about the spec map its crap, definatley something that needs to be changed. Overall Im not happy with the state I submitted it in, I ended up staying up till 4am on the last day trying to put everything together and that was one of the things that got neglected due to cramming.
Thanks for kicking my ass in this challenge by the way, I wonder what Micro forte are gonna give you Too bad youll have to wait a whole month
What was the brief for the competition? I don't frequent SUMEA much these days.
I like the design you've got going here. WHile the texture could use a bit of polish, the model and normal map work look great with a nice strong silhouette and nicely defined forms.
Are you going to finish of the texture now that you've got the time? It seems a shame to leavve such a nice model incomplete.
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Maybe they'll let you work for them for free.
What was the brief for the competition? I don't frequent SUMEA much these days.
I like the design you've got going here. WHile the texture could use a bit of polish, the model and normal map work look great with a nice strong silhouette and nicely defined forms.
Are you going to finish of the texture now that you've got the time? It seems a shame to leavve such a nice model incomplete.
Australasia Polycounters represent.
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Thanks mate, yea I guess I should really polish him up, I can take my time now there is no deadline although there isnt a huge amount of work to do.
When I first saw aniceto's/Shika's highpoly and lowpoly finished, My pen hadnt even hit paper yet, I was very unsure if I could finish a quality entry ontime. At that time there was about 4 weeks left and I wasnt willing to wait for the next one, so I thought fuck it I'll give it ago and atleast I will end up with a decent portfolio peice.
The theme was...
"Create and model one combat fighting character in the vein of Street Fighter, Mortal kombat, Soul Calibur etc"
Replies
nice
I think adding in some details to the face such as faint forehead wrinkles and a few other around the face, some more contrast and a bit more colour should help.
Looking forward to updates
Why did you paint in highlights and shadows for a normals mapped model?
[/ QUOTE ]
I converted the normals to height value which I used with low opacity on the diffuse so I can tell what I am looking at when paintinq, looks better when rendered IMO.
the chest plate looks like its supposed to be made out of metal, judging by the diffuse map, but the specular just glosses over it.
Thanks for kicking my ass in this challenge by the way, I wonder what Micro forte are gonna give you Too bad youll have to wait a whole month
What was the brief for the competition? I don't frequent SUMEA much these days.
I like the design you've got going here. WHile the texture could use a bit of polish, the model and normal map work look great with a nice strong silhouette and nicely defined forms.
Are you going to finish of the texture now that you've got the time? It seems a shame to leavve such a nice model incomplete.
Australasia Polycounters represent.
Maybe they'll let you work for them for free.
What was the brief for the competition? I don't frequent SUMEA much these days.
I like the design you've got going here. WHile the texture could use a bit of polish, the model and normal map work look great with a nice strong silhouette and nicely defined forms.
Are you going to finish of the texture now that you've got the time? It seems a shame to leavve such a nice model incomplete.
Australasia Polycounters represent.
[/ QUOTE ]
Thanks mate, yea I guess I should really polish him up, I can take my time now there is no deadline although there isnt a huge amount of work to do.
When I first saw aniceto's/Shika's highpoly and lowpoly finished, My pen hadnt even hit paper yet, I was very unsure if I could finish a quality entry ontime. At that time there was about 4 weeks left and I wasnt willing to wait for the next one, so I thought fuck it I'll give it ago and atleast I will end up with a decent portfolio peice.
The theme was...
"Create and model one combat fighting character in the vein of Street Fighter, Mortal kombat, Soul Calibur etc"
http://www.sumea.com.au/sumeaforum/forum_posts.asp?TID=3821
I wanted my character to fall somewhere between Final Fantasy and Samurai Showdown