Hello Polycount. I keep coming to these boards for inspiration and motivation. I graduated from school a few months ago and have been trying to get my first job in the industry... but randomly sending out my resume and reel hasn't paid off. So it's back to practicing and trying to get better.
With that said - here's my latest wip. He's about 9,500 tri's. I'm using 2 1024 maps for diffuse and normals. Still have to do the spec and alpha maps.
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One other thing you might want to keep in mind is that you dont have all that many loops going around the man-dress he's wearing,esepcially in comparison to ther areas of the body. And while I don't think you need those loops to add detail, it would probably be very helpful for animation purposes.
The gold(?) doesn't really look like gold. Try using some brighter colours, if the guy likes to wear gold, he probably would not wear such bland colours either.
The cloth also needs some deeper, and more detailed wrinkles.
If he isn't going to ever move his legs then you're in good shape leave him alone and optimize it a bit.
Where are his feet?
Granted, this does show off your mesh building skills quite adequately . . . maybe you should make two separate version, one that shows your understanding of next gen concepts with a strong silhouette, and then one that has a mess of modeled detail.
G/J overall, just decide what its ultimately going to be used for and prime it specifically for that
i haven't taken anything out of the head yet... just out of fear really. how much do i need to model for facial deformation when it comes to game models?
now a few questions - i had a lot of poly's in the scarf around his neck before, thinking that since the folds in the scarf will overlap and block that view of other pieces of the scarf that i should model that in. of course that would probably only be noticeable at a really close-up shot. now the scarf is more along the lines of a deformed cylinder... is this the way to go? are there any rules as to what detail is too small to model in (the ridges on his forearm guards and back thing)? how is cloth handled in the latest generation of games? still rigged and weighted to bones? or should i try to plan for dynamics like syflex type stuff?
again thanks for the replies... i'm going to try to break up the texture a bit more, add some finer details, and add some feet. keep 'em coming if you would.