strangely, still in the mood to get this done (got spare time going no where) and i feel a bit more relaxed now, I'll post an update later today as well as some different angles including the weapon alone.
aaaah great! I know its too late but that is one killer portfolio piece, its really solid stuff.
Cant think of anything to improve. With a great pose and environment this would really just stand out a lot more than it already does. Definitely one of my favorites I've seen out of this DW.
One tiny thing; the face reminds me of the locust from gears.
the flat diffuse looks awesome, the pics at the top with all the maps applied are more a side view it would be nice if he was turned more towards us. cool to see the other side tho.
Looks tight! Great job finishing it thru on your own! So far from looking at your portfolio, I think this one is your strongest piece. Maybe try to pose him with more dynamic action pose, maybe with him holding the gun ready to fire it... I like your detail work in the texture and how the cloth pieces are flowing in the air. I also like your render. What are you rendering with? Great job man.
I agree with the comments so far, fantastic work! The detailing is just plain awsome. I see you have some chain in there as well that looks great. Would you mind filling us in how you made it, I haven't found a good tutorial on making low poly chains. Did you use alphas for them?
hehe.. well, the gun i speak of is the weapon you got there. To be more correct, it looks like half a gun with the gun handle and half sword. Looks like the kinda gunsword from Final Fantasy8. And pose him way anyway you like, that was just something I would do.
i suppose i could show more of the weapon, but i dig the pose he's in right now, anything else i tried just looked a bit typical.
Would you mind filling us in how you made it, I haven't found a good tutorial on making low poly chains. Did you use alphas for them?
forgot to answer this, yeah its just alpha channeled planes, i sourced the alpha from a normal map bake of the high poly chains.
I also like your render. What are you rendering with? Great job man.
Max's scanline renderer (nothing special) with 2 lights, one heavy from the back, one from the front, shadows are just the default shadow maps with default settings. The only thing that really stands out is that im using a basic falloff/Fresnel shader, generated by max.
then a small amount of video post glow to fake a little bloom.
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I hope you spend all the time necessary to finish this.
strangely, still in the mood to get this done (got spare time going no where) and i feel a bit more relaxed now, I'll post an update later today as well as some different angles including the weapon alone.
edit:
lol, nice sig Cheez xD
havent done things as fast as i shoulve, but its pretty much done and i just need to refine some certain poses etc.
your gonna wanna kill me for showing this same fucking angle once more, but i'll probably have something by tommorow.
btw, it was the weapon that was taking so long. In the posed shot before this page, the top half was completely untextured
only the head(s) are too unified.. so it looks a bit like a big plastic chunk
and yes.. a new angle pls
Cant think of anything to improve. With a great pose and environment this would really just stand out a lot more than it already does. Definitely one of my favorites I've seen out of this DW.
One tiny thing; the face reminds me of the locust from gears.
some other angles, decided to flip the model:
and a little construction stuff...
working on a winning pose (losing pose to be correct xD )
spending a bit of time on a pedestal, wanna try and sell the whole ancient Aztec look with some rocky architecture covered in roots etc.
thanks
guide me to the whereabouts of this gun you speak of. xD
may do, although tbh its not really a dynamic character, but thats just my thoughts, thanks for the advice
thanks for the nice words
forgot to answer this, yeah its just alpha channeled planes, i sourced the alpha from a normal map bake of the high poly chains.
Max's scanline renderer (nothing special) with 2 lights, one heavy from the back, one from the front, shadows are just the default shadow maps with default settings. The only thing that really stands out is that im using a basic falloff/Fresnel shader, generated by max.
then a small amount of video post glow to fake a little bloom.