Hello,
This is my last personal project. I´d like to do something like it since I watched code hunters...and now playing borderlands I decided to do it... :poly124:
The character has 1138 tris and the weapon 174 tris.
Textures:
Char:
difuse 512x512
glo 128x128
Weapon:
difuse+alpha 256x256
glo 32x32
I am planing to do some sort of destroyed and dirty environment for him...
Any comments are welcome!
Replies
keep up!
If you look atthis image you see that there's a lot more black lines in the texture. Things like abs, muscles, forehead wrinkles, random imperfections etc are all inked.
I feel the materials in your model are also a bit too photolike, maybe throw some filters over there to get it to look more painterly?
Lastly, this has nothing to do with the visual style really, but a gun like that wouldn't be in borderlands.
Gav: I agree with you, I've left the face uniquely unwrapped for the most part aiming to do non-symetric details at the face as smile, but it looks like it still almost symetric...
Snader: I agree that this gun wouldn't fit at all in borderland!!! :poly124:
I meant borderland due his post-apocaliptic style and colors palete. I've studied their style a lot, but at the end I decided to do something with his own style. No pen marks and something between realistic and cartoon. My main goal was to achieve a nice hand painted texture.
Also I pushed myself to a good use of poligons and textures, I hope everything is fine...:\
- put the glasses down
- put the mouth up
- highlites at mouth
- darken area above the chin
i think you should 'dirten' up your textures a bit.. they look too clean.
hope this helps! cheers!
Umm, thats what the wire pic is for ?
I'd kind of like to see some wrinkles/folds etc in some of the cloth, and maybe stronger spec hilights on some of the metal bits (boots etc).
Fun stuff
Saiainoshi and Kevin Albers: I also think It needs more light, folds and wrinkles. I did some, but I think it wasn´t enough.
BeatKitano: No, I didn´t leave the wire on... :poly124: It was my mistake...I have fixed with some small changes on the UV mapping and also on the alpha.
Fixed now:
drelectro: Now looks funnier! But actualy that is not his real mouth, it is his mask, thus I think it doesn´t need to be at the real position. About the glasses: I tried to move down, It looked more realistic, but I think his long face give him a bit of style...:\
I gonnal try to find some time for the changes...
Now I want to give him some sort of environment. I ´ve played with some tileable texture and modeling some stuff.
I am afraid about total polycount and texture size of this scene to fit with this char.
Char: 1138 tris 512²
Dog: 666 tris 256²
Scene total: 10000 tris 1024² ???
As for matching the characters and the environment, I think you could use some larger textures in the environment.
Assuming your character is about half as high as the point of the tent, you're using a 128² texture for something the size of your character.