Okay, here's what I've got so far. I haven't started on the guns or anything yet, and I'm planning on reducing the face count once it's shaped closer to how it should be. The proportions are pretty far off at this point. I'm not sure about the size of the head, and I'm thinking the torso needs to be more compact overall, or the limbs longer. My machine can't run U3 games yet, so I'm basing this on screenshots from around the web. C+C appreciated.
also:the faces right around the mouth are to be the teeth (with the alpha). At 128, I'm thinking that might look a little messy, so I'll probably just end up closing the jaw and painting the teeth interlocked. But I want to give it a shot this way first to see if I can pull it off.
And here's 494 triangles with more toes, less faces in the chest, the arms adjusted, the head moved, and the thing on its back that holds the huge gun is now present.
I'm going to sleep. If no one points out any glaring flaws with this during the day, I'm going to start UVing it after work.
I'd increase the scale of the feet, head and chest slightly. Hopefully that'd balance out the legs.
Shame you had to ditch the big gun, but given the poly limit it's impressive you managed to include as much as you did.
Thanks! I shortened the legs, shifted his weight forward more (and down slightly), and made some other relatively small changes to the mesh before setting up the UVs. The polycount is now exactly 500. I'll be using the extra 150 for the huge gun, which I haven't started yet.
Here's the (sort-of) start of the texture so far. Blender has 3d texture painting, so what's shown below is the model with the 256 texture painted from within Blender, scaled to 128 in PS and sharpened a couple times. I drew some eyes and stuff on it just to make sure they fit. The rest is all black and gray stuff that I scribbled in to see where everything lined up so I'd have more to go by when I paint the actual texture. So it's not much to look at just yet, but the UVs seem to work well enough, so I'm pretty psyched to start texturing it for real.
I think blender is filtering the texture by the looks of the blackness. I think if you click the texture button there's a filter = 0.5 thing that you have to set to 0 ... from memory, don't quote me.
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also:the faces right around the mouth are to be the teeth (with the alpha). At 128, I'm thinking that might look a little messy, so I'll probably just end up closing the jaw and painting the teeth interlocked. But I want to give it a shot this way first to see if I can pull it off.
I'm going to sleep. If no one points out any glaring flaws with this during the day, I'm going to start UVing it after work.
I didn't think the Brumak had such long legs though, I'd probably shorten them down and make him seem more top-heavy.
Shame you had to ditch the big gun, but given the poly limit it's impressive you managed to include as much as you did.
Looks awesome.
Here's the (sort-of) start of the texture so far. Blender has 3d texture painting, so what's shown below is the model with the 256 texture painted from within Blender, scaled to 128 in PS and sharpened a couple times. I drew some eyes and stuff on it just to make sure they fit. The rest is all black and gray stuff that I scribbled in to see where everything lined up so I'd have more to go by when I paint the actual texture. So it's not much to look at just yet, but the UVs seem to work well enough, so I'm pretty psyched to start texturing it for real.
looking awesome