School Assignment. Create a highpoly in one week. I made a knight. Please don't start by telling me I should roughen him up, the helmet is way cleaner than it should, but I ran out of time.
Not sure about how the horns attach to the helmet though, how it overlaps onto the bottom section.
Yeah me neither man, but I didn't find a way fast enough for the fastening of the horns that was smaller and looked good in time. One week sure goes fast.
I like the way your school works!!! high poly in one week! dammit I wish my teachers had harder deadlines like that! With or without textures?
Also this reminds me more of monty python Looking good though!
There's nothing wrong with Monty Python though, it was actually a little goal of mine, so thanks I got the monty python comment before, so I'm glad it's noticable.
And without textures, I don't know how to texture a model with a polycount of 10 000 000.
Good job! The only thing I see immediately is that the hands are a bit formless/blobby and the folds by the belt look a bit unnatural. But nice work overall!
cool school indeed))
2 things: his eyes, check width of eye lid with drip(?right word)
and folds on his shirt: closer to center of tension they're going to be thin and sharp, and as far from it they going to be smooth.
Very nice piece of work, good proportions and posture, the nose needs to be less "snooty" in my opinion, but that's your call.
However...
School Assignment. Create a highpoly in one week. I made a knight. Please don't start by telling me I should roughen him up, the helmet is way cleaner than it should, but I ran out of time.
I would finish the piece off, just because you didn't have enough time to meet the assignment deadline, doesn't mean you need to leave the model alone. Make a few changes, spend more time on it and get it perfect for your portfolio. Your portfolio is the most important thing at university, as many people can get the grades to pass their course, however they have a very week portfolio because they have nothing that is fully finished, because they were more concerned with ticking enough boxes to pass the class, but not finish works off after they've handed them in.
Cool stuff, love those helmets... not often you come across this kinda knight, either. I know you're pretty done, but "Excalibur" would be a great reference movie for this kinda stuff, lots of fun helmets and armor all banged up and drenched in mud and blood. Yum.
His arms and legs are too long
... yes, I can hear your groans.
Hhahahah if you only knew all the HolyGrail comments I've got outside polycount XD it's really funny cus it was that kinda knight I was striving for but I did't write it on an forum, though I still get the HolyGrail references!
Cool stuff, love those helmets... not often you come across this kinda knight, either. I know you're pretty done, but "Excalibur" would be a great reference movie for this kinda stuff, lots of fun helmets and armor all banged up and drenched in mud and blood. Yum.
Though the Holy Grail is 'the knight moive' XD!
I remebered I watched Ivanhoe alot when I was little. I don't dare watch it again.
Nice work, great belt and boot/shin guard details.
Crits:
- The chain mail reads a bit like fish scales, not sure if you're going for over lapping pieces or classic metal loops but I think the mail needs some refining.
- The proportions seem a little off. Either the arms a bit to long or the legs a bit too short. His hands almost reach down to his knees, should be more mid-thigh.
Overall, you did a great job, just a few little things.
Great work so far. What sort of setup did u use for rendering? Did you used mental ray in max?
It's quite funny you should ask. Now I couldn't get him in any other program than say, highpoly programs like Mudbox and ZBrush. My school has a mudbox license agreement so it's made in Mudbox.
In mudbox you can use 'viewport filters' to the right where sculpt and paintlayers are shown. I tried a as 'mentalray' look as possible.
Nice work, great belt and boot/shin guard details.
Crits:
- The chain mail reads a bit like fish scales, not sure if you're going for over lapping pieces or classic metal loops but I think the mail needs some refining.
- The proportions seem a little off. Either the arms a bit to long or the legs a bit too short. His hands almost reach down to his knees, should be more mid-thigh.
Overall, you did a great job, just a few little things.
I think proportions aren't the very most important things in characters, I would say I know anatomy though I sometimes disregard certain proportions to bring a little character to the whole body.
The chainmail I'm not very pleased with either, but it was really hard getting all levels up to get nice screenshots. The experience I've gained from making this character regarding chainmail would be not to focus on 'sculpting' chainmail and instead focus on texture and specmap. I would just hint the chainmail texture in the material.
Replies
Also this reminds me more of monty python Looking good though!
Good job.
Not sure about how the horns attach to the helmet though, how it overlaps onto the bottom section.
Yeah me neither man, but I didn't find a way fast enough for the fastening of the horns that was smaller and looked good in time. One week sure goes fast.
There's nothing wrong with Monty Python though, it was actually a little goal of mine, so thanks I got the monty python comment before, so I'm glad it's noticable.
And without textures, I don't know how to texture a model with a polycount of 10 000 000.
Thanks!:D
Thank you!:D
O_o
how is that possible!?
2 things: his eyes, check width of eye lid with drip(?right word)
and folds on his shirt: closer to center of tension they're going to be thin and sharp, and as far from it they going to be smooth.
nice work so far.
However...
I would finish the piece off, just because you didn't have enough time to meet the assignment deadline, doesn't mean you need to leave the model alone. Make a few changes, spend more time on it and get it perfect for your portfolio. Your portfolio is the most important thing at university, as many people can get the grades to pass their course, however they have a very week portfolio because they have nothing that is fully finished, because they were more concerned with ticking enough boxes to pass the class, but not finish works off after they've handed them in.
Keep up the good work.
-Adam
... yes, I can hear your groans.
Hhahahah if you only knew all the HolyGrail comments I've got outside polycount XD it's really funny cus it was that kinda knight I was striving for but I did't write it on an forum, though I still get the HolyGrail references!
Though the Holy Grail is 'the knight moive' XD!
I remebered I watched Ivanhoe alot when I was little. I don't dare watch it again.
btw. here's an awesome viking/crusader movie coming up. Valhalla rising.
[ame]http://www.youtube.com/watch?v=xd52Y8b-MNk&NR=1[/ame]
Crits:
- The chain mail reads a bit like fish scales, not sure if you're going for over lapping pieces or classic metal loops but I think the mail needs some refining.
- The proportions seem a little off. Either the arms a bit to long or the legs a bit too short. His hands almost reach down to his knees, should be more mid-thigh.
Overall, you did a great job, just a few little things.
It's quite funny you should ask. Now I couldn't get him in any other program than say, highpoly programs like Mudbox and ZBrush. My school has a mudbox license agreement so it's made in Mudbox.
In mudbox you can use 'viewport filters' to the right where sculpt and paintlayers are shown. I tried a as 'mentalray' look as possible.
I think proportions aren't the very most important things in characters, I would say I know anatomy though I sometimes disregard certain proportions to bring a little character to the whole body.
The chainmail I'm not very pleased with either, but it was really hard getting all levels up to get nice screenshots. The experience I've gained from making this character regarding chainmail would be not to focus on 'sculpting' chainmail and instead focus on texture and specmap. I would just hint the chainmail texture in the material.
This statement frightens me
~P~
Well, it's like they say about writing, the ones that know the rules are the ones allowed to brake them :poly121:
Oh shii... break