Hey Guys,
My first thread on this forum. In all the years, I somehow never registered at Polycount, but now I'm here!
Anyway, just wanted to post something I've been working on here. I hope I'll be able to load him into the Unreal Engine 3.0 and implement him into UT2k7. Here we go:
And here's the lowPoly so far:
And a Quicktime, showing it in action:
http://www.thomasmahler.com/files/10c.mov
And an older version, showing some geometry skin tests in action:
http://www.thomasmahler.com/files/03.mov
So... Soon in an Unreal Tournament Match near you! CnC welcome.
Replies
The cut on the shirt is coming off more as a distraction then an addition. The wrinkles on the pants are kind of floaty and uniform. Think about the areas the legs would stretch the fabric and the wrinkles would be less. instead of thinking "I need to make pants wrinkles" think "I need to place wrinkles where they make sense".
Awesome stuff and it's easy to brush in/out the needed improvements so I wouldn't sweat them
Something inbetween realistic and TF2 style, i like that and im sure it will look great in UT3.
Like allready said the wrinkles are strange, try to make them bigger and make more at the end of the trousers and the crotch area.
I dont want to scare you but he wont fit on one of the epic skeletons, so you will have to make all the animations to make him work in UT3 and that are a lot of animations.
the thing is that the maya shadows are causing weird artifacts on the model. so it doesnt look that great. but i think its s good touch.
And the head really brings up the character.
As for the blood I agree. So far it's looking more like thick red gouache. Blood is actually quite transparent hence is likely to give a kind of stained look. Maybe try multiply mode on that layer?
Hardware Rendering:
http://www.thomasmahler.com/files/11.mov
And the silhouette:
now just do a ut3 team fortress mod :P
Fukkin win
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QFT
-Buddikaman-