Another WIP from me. I'm getting there! This is seriously one of the first low poly people I have ever modeled and the only I've ever gotten this far to being done. SLOW GOING.
I am also new to digital painting (let alone using colors at all really, since I actually only do line art with pencils and inks generally), so any and all criticisms, comments, and nuggets of advice are more than welcome!
Uhm... well, this may be kinda akward, it's my first post and I think I'm a bit late, but I'd like to enter the challenge (even though my modelling/texturing skills are really crappy compared to most of the people in this thread :poly102:)
I don't know if I have to sign in somewhere... can somebody please point me in the right direction on that? Or should I just post a WIP in here?...
Either way, here's my really crappy "work in progress"
About 6 hours of work, standing at 654 tris and 3x128x128.
The weird pose is because I did some fast rigging to see if it could be animated, and... well, apart from some holes in the feet it... "can" be rigged.
I may do Leloo, some weapons and a quick scene if I have the time.
Havent checkd or posted here in ages because of my exams. Just finished them the other day. God the quality went into overdrive. Seriously, looking at these makes me want to take my modeling skills and go hide in a cupboard until the first of oct!
Anyway, Havn't got any new work because I've been so busy but I'm getting back to it asap. All models look great but The watchmen and that Inglorious Bastard are amazing. Really top notch work from all involved
cycloverid: wow your texture work is amazing, My only crit would be that there is a bit of weird stretching on the back pack but other than that I dig it.
poopinmymouth: My fav so far. awesome texture work and the pose is solid.
DemonPrincess: Such nice clean texture work, If the rest of you character comes out as nice the head you might just steel poop's position
Rhinokey: HAHAHA I dig a good stylised character and I have to say that you entry always brings a smile to my face. I hope we get to see some more soon.
Everyone else sorry I missed you but I have a heap of work to do I will try to get to you all at some stage.
Well little update The helmet has a placeholder texture on it at the moment. I have been working mainly on the jacket and base colours.
If you have any comments or crits just give me a yell. I am always happy to get some advice
Keep the coolness coming boys and girls I am keen to see where a lot of these characters go.
butt_sahib: yeah the helmet is a bit expensive but I like the roundness of it. Plus I might just dig into them and pull a few out for some smoke particles.
Jasonin3d: I love cartoony / stylised characters, so for me there is no other option keep it up man, I am keen to see which side of the fence you land on
Love that rocketeer! very nice work, I agree with hawken would be a nice game indeed.
So I edited my S.Connor model (by the way thanks for those critics)so fixed the boobs issue, shoulder issue, small head issue and added some hips. Hope it looks better in wireframe at least. I also redid the hands and face and added two weapons, one will be attatched to her side which is the blade she's holding, or I can attatch the assault rifle seeing as it's 127 tris and I only found out today that we can only have 100 for the weapon . So my 27 tris blade might have to be the one she uses .
Question about that if I included the weapon counts to the model (which I did) could I still have a weapon? or could she use the gun since I am spot on with the allowed tri count?
Nice work everyone loving the texture work going on in here!
3am sleep time
$!nz: I think the weapon is an additional element, there for it does not have to be part of the Characters tri count. "100 tri's Per weapon"
The rules:
character: 700 tris
texture space: 4 x 128px by 128px /or/ 1 x 256px by 256px (diffuse / alpha / specular)
(additional elements)
weapons: max 100 tris per weapon
weapons tex: 64px by 64px per weapon
destructible: max 200 tris per item
destructible tex: 128px by 128px per item
environment: max 500 tris
environment tex: 4 x 128px by 128px /or/ 1 x 256px by 256px
npc: max 500 tris
npc tex: 2 x 128px by 128px
[Edit] Oh, I get what your saying now, your question is, if you can use extra unused tri's from the character on the weapons. Dunno the answer, sounds like a judgment call only Hawken can answer.
Soooo.... A friend of mine asked if I could make a base mesh, that fit this competitions budget. I was wondering if I could get crits on it before I call it done. I modeled it real quick last night, I used Ancient Pigs basic deformation setups, and the proportions are highly influenced from Andrew Loomis. Also, I'm gonna give this mesh away when its done.
BTW, I plan on modifying this mesh, to make Bruce Willis from Die Hard 4.0 (since no one is doing the most obvious choice, lol). I have an art test coming up, Unearthly Challenge, and some personal stuff to finish, but I think I can squeeze this character in.
AHotHandSandwich: wow thanks. I am a huge fan of you Dom War character.
hawken: haha thanks man I am prob going to go for background but I don't know if I am going have time to add goons:( fingers crossed.
$!nz: thanks. I am keen to Sarah with some textures. Keep up the ace work.
BradMyers82: thanks a lot Your base mesh is looking solid to me but I am keen to where you go with him.
Ravenslayer: I agree with, Rorkimaru very fast work and yes I think the jacket could do with a few hilights too. I might suggest taking another look at the proportions, the thighs look a bit too wide for me and the head might be a squash too small. Other than that Solid work so far keep it up
gegrazion: I don't know if there is an upload image option on Polycount but I always attach a link from an external site like Image shack.
.................eg...
here is where I am at just a little update. I need to get a move on if I am going to get this one finished.
wooot haha it worked. now this is the low poly model it stands in at 698, started texturing, very basic but only just started it and trying to get the likeness right.
duncan: thanks alot man and i love the update, i agree with raven totaly dig the backlighting from the flames realy adds character.
Ravenslayer: cheers mate i realy tried yesterday to make it deform and look as smooth as pos, never made something so low before if i have time might make a few more before the times up
well no update yet ive ben out all day but going to get cracking and finish the diffuse tonite, im not sure what direction im gonig in, realistic/stylised or just stylised. thanks again guys for your kind words keep up the awsome work
well i had an early night so didnt finsh the textures, tbh didnt start them i redid his uv space becos he didnt have enuf res on his pants and feet. im jw wen we set up our scene can we have real time shadows? and what materails are we limited to?
gegrazion: These are the textures you can use: Diffuse, Alpha, and Specular
texture space: 4 x 128px by 128px /or/ 1 x 256px by 256px (diffuse / alpha / specular)
I'm guessing the shadows won't be an issue, since it doesn't really effect the look of the character. You should probably be sure though before your make you final presentation sheets.
Since I didn't get any crits, I guess it's ok as is. Hope some of you find it useful, it worked quite nicely for me with the Bruce Willis character at least.
Since I didn't get any crits, I guess it's ok as is. Hope some of you find it useful, it worked quite nicely for me with the Bruce Willis character at least.
I think you used cylinders with too many sides, and then you ran into the poly limit when making cross sections. 4 and 5 sided cylinders is tops on characters this low. Remember adding cross sections really jacks the triangle count, so keeping the cylinder sides low is pivotal to being able to have enough cross sections to make proper joints and get the silhouette you want.
wooot haha it worked. now this is the low poly model it stands in at 698, started texturing, very basic but only just started it and trying to get the likeness right.
isilme: im not liking the shirt tbh, who are you ment to be doing? sumthing i seem to do when i texture a model is do it in passes, i dont just focus on 1 area till i no most of the main detail is there, otherewise it can look like youve made seperate peices and just tried to make it work by sticking it all together
If you're talking about the untextured segments, that's where his suspenders come over the shirt (separate mesh). Otherwise I'm not quite sure what you mean. I did it in passes: first the basic texture (lines), then basic shading, then shadows for the folds, then some highlights. The shirts supposed to be a plain white wife beater
isilme: lol what i mean is texture the whole model at once, so give it a base colour, cream shirt, brown shoes etc, then and variation to the colour, then details, then light and shadow, for me it usualy works much better and faster. white, it looks cream and brown, think u need to be more subtle. really like ur base mesh just think his biceps need to be longer, good luck
Ravenslayer, looks good but maybe needs more work on the face for better likeness. I'd make the jaw wider, nose longer, eyebrows less tilted and bring the mouth area forwards a bit.
Duncan, that is really good! Nice lighting from the rockets.
BradMyers82, looks good so far.
I've just started roughing in the environment. textures are just higher res place-holders again, until I put in all the geometry/uvs and don't have to worry about re baking the tex.
Poop: I totally agree with you.
I made the legs and arms 5 sided, which I planned, but now that you mention it, the torso area does indeed have too many sides, and that meant giving up cross sections like the forearms.
I'm gonna have to re-work this later.
But, I did re-work the Bruce Willis character, and his uv's are done also.
So, I'm going to get to the texturing now. Thanks for the crit man!
isilme: gegrazion is right on the money with what he said.
Did you bake a simple AO for this character? That can work wonders alone.
okno: Thanks, your scene is looking really cool man! Can't wait to see more!
Here is a little update on Bruce Willis model.
I traded out some polys in the torso (vertically), so that I can make the silhouette more interesting.
The Uv's are now done, and he has some slight A symmetry going now.
Replies
demonprincess, poop and zweebie...my FAV
casey might come in hard with that sexy sillu of pliskin though
It takes a week-tops to get a low model model done imo. So yes, Azim
I am also new to digital painting (let alone using colors at all really, since I actually only do line art with pencils and inks generally), so any and all criticisms, comments, and nuggets of advice are more than welcome!
I don't know if I have to sign in somewhere... can somebody please point me in the right direction on that? Or should I just post a WIP in here?...
Either way, here's my really crappy "work in progress"
About 6 hours of work, standing at 654 tris and 3x128x128.
The weird pose is because I did some fast rigging to see if it could be animated, and... well, apart from some holes in the feet it... "can" be rigged.
I may do Leloo, some weapons and a quick scene if I have the time.
Thoughts? Concerns? Praise? Crits?
Only one Watchman left!
Anyway, Havn't got any new work because I've been so busy but I'm getting back to it asap. All models look great but The watchmen and that Inglorious Bastard are amazing. Really top notch work from all involved
Any guesses yet?
Wow things are starting to look ace.
Zwebbie: Your characters are looking sweet as.
cycloverid: wow your texture work is amazing, My only crit would be that there is a bit of weird stretching on the back pack but other than that I dig it.
poopinmymouth: My fav so far. awesome texture work and the pose is solid.
DemonPrincess: Such nice clean texture work, If the rest of you character comes out as nice the head you might just steel poop's position
Rhinokey: HAHAHA I dig a good stylised character and I have to say that you entry always brings a smile to my face. I hope we get to see some more soon.
Everyone else sorry I missed you but I have a heap of work to do I will try to get to you all at some stage.
Well little update The helmet has a placeholder texture on it at the moment. I have been working mainly on the jacket and base colours.
If you have any comments or crits just give me a yell. I am always happy to get some advice
Keep the coolness coming boys and girls I am keen to see where a lot of these characters go.
D.
butt_sahib: yeah the helmet is a bit expensive but I like the roundness of it. Plus I might just dig into them and pull a few out for some smoke particles.
Jasonin3d: I love cartoony / stylised characters, so for me there is no other option keep it up man, I am keen to see which side of the fence you land on
Update on der Juden B
comment from my esteemed colleague on your models:
"his penis is too small, and her tits should be bigger. like melons."
So I edited my S.Connor model (by the way thanks for those critics)so fixed the boobs issue, shoulder issue, small head issue and added some hips. Hope it looks better in wireframe at least. I also redid the hands and face and added two weapons, one will be attatched to her side which is the blade she's holding, or I can attatch the assault rifle seeing as it's 127 tris and I only found out today that we can only have 100 for the weapon . So my 27 tris blade might have to be the one she uses .
Question about that if I included the weapon counts to the model (which I did) could I still have a weapon? or could she use the gun since I am spot on with the allowed tri count?
Nice work everyone loving the texture work going on in here!
3am sleep time
[Edit] Oh, I get what your saying now, your question is, if you can use extra unused tri's from the character on the weapons. Dunno the answer, sounds like a judgment call only Hawken can answer.
Soooo.... A friend of mine asked if I could make a base mesh, that fit this competitions budget. I was wondering if I could get crits on it before I call it done. I modeled it real quick last night, I used Ancient Pigs basic deformation setups, and the proportions are highly influenced from Andrew Loomis. Also, I'm gonna give this mesh away when its done.
BTW, I plan on modifying this mesh, to make Bruce Willis from Die Hard 4.0 (since no one is doing the most obvious choice, lol). I have an art test coming up, Unearthly Challenge, and some personal stuff to finish, but I think I can squeeze this character in.
anyway started working on an entry as well
another update ^^
Fast work! Jacket needs a few bright white hilights though. It looks like a matte finish not shiny red leather
AHotHandSandwich: wow thanks. I am a huge fan of you Dom War character.
hawken: haha thanks man I am prob going to go for background but I don't know if I am going have time to add goons:( fingers crossed.
$!nz: thanks. I am keen to Sarah with some textures. Keep up the ace work.
BradMyers82: thanks a lot Your base mesh is looking solid to me but I am keen to where you go with him.
Ravenslayer: I agree with, Rorkimaru very fast work and yes I think the jacket could do with a few hilights too. I might suggest taking another look at the proportions, the thighs look a bit too wide for me and the head might be a squash too small. Other than that Solid work so far keep it up
gegrazion: I don't know if there is an upload image option on Polycount but I always attach a link from an external site like Image shack.
.................eg...
here is where I am at just a little update. I need to get a move on if I am going to get this one finished.
Thanks again for the kind words everyone
D.
Dev0205: Thanks
P.S I think I need some more smilieZ
gegrazion: looking good so far, very smooth topology for such a lowpoly char
duncan : great job, i love the backlighting from the flames
Ravenslayer: cheers mate i realy tried yesterday to make it deform and look as smooth as pos, never made something so low before if i have time might make a few more before the times up
well no update yet ive ben out all day but going to get cracking and finish the diffuse tonite, im not sure what direction im gonig in, realistic/stylised or just stylised. thanks again guys for your kind words keep up the awsome work
I'm guessing the shadows won't be an issue, since it doesn't really effect the look of the character. You should probably be sure though before your make you final presentation sheets.
-The character is exactly 700 tri's
-The gun is exactly 100 tri's
I will probably make the mesh less symmetrical once I get the uv's sorted. Textures will be coming soon!
Since I didn't get any crits, I guess it's ok as is. Hope some of you find it useful, it worked quite nicely for me with the Bruce Willis character at least.
I think you used cylinders with too many sides, and then you ran into the poly limit when making cross sections. 4 and 5 sided cylinders is tops on characters this low. Remember adding cross sections really jacks the triangle count, so keeping the cylinder sides low is pivotal to being able to have enough cross sections to make proper joints and get the silhouette you want.
Awesome Panda :-D
Crits, especially on texture, would be great
ETA: Bear Jew from Inglorious Basterds, btw
http://13.media.tumblr.com/tumblr_kp60u7eFMH1qa0z8lo1_400.jpg
Duncan, that is really good! Nice lighting from the rockets.
BradMyers82, looks good so far.
I've just started roughing in the environment. textures are just higher res place-holders again, until I put in all the geometry/uvs and don't have to worry about re baking the tex.
I made the legs and arms 5 sided, which I planned, but now that you mention it, the torso area does indeed have too many sides, and that meant giving up cross sections like the forearms.
I'm gonna have to re-work this later.
But, I did re-work the Bruce Willis character, and his uv's are done also.
So, I'm going to get to the texturing now. Thanks for the crit man!
isilme: gegrazion is right on the money with what he said.
Did you bake a simple AO for this character? That can work wonders alone.
okno: Thanks, your scene is looking really cool man! Can't wait to see more!
Here is a little update on Bruce Willis model.
I traded out some polys in the torso (vertically), so that I can make the silhouette more interesting.
The Uv's are now done, and he has some slight A symmetry going now.
[Edit] Oh, and he is still 700 Tri's exactly.