hey, what's up everyone. this is my first post at polycount but i've been lurking here i think since quake 3 came out.
anyway, here's some stuff i've been workin on:
this is the main character from the game i'm planning. i'm gonna be using the neoaxis engine for this project:
link
her textures are about 98% complete, and she isn't rigged up yet, but the geometry is finished so here it is. these are fullbright images by the way; i think i'm gonna have the characters in the game fullbright'ed and the environment is gonna be all grungy and normal mapped. going for a weird old-school playstation plus next gen graphics hybrid look.
4080 polys, 2 1024x1024 diffuse maps w/alpha
here's the concept and the orthagonal sketches:
Replies
here's the concept sketch, with a raging bull for comparison
and welcome to polycount!
cheap but fairly effective..
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true, true
Three 1024 maps for her and her gun? Bit of overkill for the amount of detail on it. You could probably could have gotten away with one 1024 and maybe a 512. =\
The brown jacket is pretty boring. Adding some contrast will really push it and make it more interesting. Also try giving her some more functional clips/straps/buttons on the front (that zig-zag area, those metal things look very random). It also looks like she has a pouch, but it's broken down the middle. Maybe move the pockets away from the middle to make it look like two separate pockets and to get them off that opening edge. Could you "poof" out the collar some more? It looks like there are a few rows of faces making up that fluff, but with textures applied, it only looks like a thin strip. Scratch up her elbow pads some, make it look like she's used it.
The darker area on the gun texture is very unconvincing for gun material. For brushed metal it looks pretty good, but doesn't really fit on the gun. I'd consider making the scratch marks run with the barrel to make it look like it's been scratched from taking it out of the holster (don't over do it).
Stitching looks great on the holster. Why not carry that over onto the jacket. It could also do with some natural seams on the arms.
Looking great so far. Hope to see more from you! ^^
Now I am no texturing guru but I think she could really benefit from doing some extra work on the texture of her face and hairs. The skin could use some more colour variation I think, it looks a bit bland now. Her hair could use some more depth, poop shows a good way here:
http://www.poopinmymouth.com/process/hair_tutorial/hair_01.htm
Keep it up, it's really nice:)
also quiet some parts on the main texture are blurry, see if you can sharpen them up a bit.
besides that it already looks very cool.
If you unwrapped last, then did you have to fight to get it to layout nicely when you cylndrical mapped it?
Just wondering your order of things.
-Andrew Chason
nice overall, need a more love though.
the pencil concept with no eyes is cool. dont draw eyes ever again! Even better to crop out all the bad bits
She's pretty darn cute. Keep it up!
i've been working on the textures a bit, making them look less dull. i also made the face less horselike and added a little more geometry there. other areas have been optimized a bit, so the polycount is roughly the same. oh, and i rigged her. pretty happy with how the deformations are working out.
here's a couple shots:
went a little nuts and made a 'splash' graphic of sorts with this next one:
still gotta do a couple bits on her texture; the front of her hair for example. but for now i think i'll move on to another character. alright, thanks everyone.
http://st.burst.cc/tutorials.htm
i like the gas mask necklace thing is cool
If you make some ennemies,NPC with such quality you have a commercial pro quality game in the hands.
I hope to see ingame screens and why not a little demo
in Ogre3D forums (NeoAxis uses Ogre3D)
How many people work with you ? lone wolf game ?
Just a remark in wireframe picture i see you have modelised legs under the pants : you can supress them , only keep pants to gain some good amount of polygons (in real time
optimisation is needed).