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red eclipse character wip

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  • planaria
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    planaria polycounter lvl 17
    oh man that was a bad modelling block,

    the legs are about 75 percent done, probably will never be satisfied with them but i have to get this thing done. I have some changes I will make to the torso that a friend suggested but those will have to wait for after the arms/legs.


    so after a hiatus I am back to work on this slowly.
    fullbodyk.jpg
  • Jungsik
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    Jungsik polycounter lvl 6
    hoyl crap, that looks prty amazing so far !
  • planaria
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    planaria polycounter lvl 17
    so slowly working through the arms, hopefully i can finish them up this week and then go through the whole model to clean things up a bit.

    fullbody.jpg
  • planaria
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    planaria polycounter lvl 17
    progres is slow but im getting close to finally finishing this high poly model.

    fullbodyh.jpg
  • JKMakowka
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    JKMakowka polycounter lvl 20
    Looks great, and specially cool that you are doing this for a FOSS game. I wish more Polycounters would make their practice pieces available for open-source games (or upload them on OpenGameArt.org ).

    Hmm, maybe the hips could be a bit broader? I think in combination with the big "boot" that looks a bit unbalanced rigth now.
  • planaria
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    planaria polycounter lvl 17
    thanks, JKMakowka

    I wish more Polycounters would make there practice pieces available for This open-source game ;)

    seriously though the guys working on red eclipse are pretty dedicated its nice to be helping out a team that is motivated.
  • planaria
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    planaria polycounter lvl 17
    ok so i want to call this high poly done, thoughts?

    fullbodynk.jpg
  • planaria
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    planaria polycounter lvl 17
    i was surprised at how well it works, that said im not happy enough with the auto retopo feature of 3d-coat so i will probably redo this leg and do the retopo manually in 3d-coat.

    still looks decent. 1000 tri, 1024 normal map.

    legtest.jpg
  • planaria
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    planaria polycounter lvl 17
    So my conclusion on the autotopology feature in 3d-coat. its very interesting but just not nearly as good as doing it by hand.

    had to cut a few corners to get this leg at 1000 tri, but its exactly at 1000
    which one do you prefer ?

    legtest.jpg
  • Mike Yevin
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    Mike Yevin polycounter lvl 11
    MUCH nicer result by hand, the silhouette improved so much. keep it up, this character is awesome. nice hard surface work :)
  • planaria
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    planaria polycounter lvl 17
    ok so i had much drama getting it down to 5k tri but its there and done. here it is in red eclipse (the sauerbraten engine)

    now i need to start making a texture which i am horrible at and also getting it animated.. but still its nice to finally see it ingame!

    screenshotmo.jpg
  • feanix
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    feanix polycounter lvl 7
    Wow, love the intricate detailing! Kinda suggests a cross between warhammer 40k and Deus Ex to me! :D Feels like the final texture would suggest gold, brass and carbon fibre.
  • planaria
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    planaria polycounter lvl 17
    tried out the new auto-rigify script in blender in conjunction with the meta rig that ships with blender now. all i can say is wow thats a whole part of my life that was saved as a result of these new magic features of blender !

    *ps* pay no attention to the screwy normals in the picture its a bug blah blah
    animprogress.jpg
  • JustinPunio
    Really great sculpting, always been planning to use the hard surface techniques. If I may add a suggestion, I assume it's a male character? The hips feel a bit too narrow...
  • Lazerus Reborn
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    Lazerus Reborn polycounter lvl 8
    Looks brilliant in the low poly versions. Great work!
  • planaria
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    planaria polycounter lvl 17
    so, i was using 3d-coat to do the initial colorings of the character, but honestly at the end of the day, the lack of precision was kindof maddening, otherewise i absolutely love 3d-coat's painting system. it also didnt help that my asus g73jh started hard crashing when i would run 3d apps *probably overheating gpu*. also i was a bit at an impass and just not happy with the texture.

    texturing is easily the biggest hurdle for me to overcome, i am very far behind in it. so now im redoing the whole thing inside zbrush. lets see what can happen !

    mostly looking for crits on the design and flow of the colors on the armor but any other tips are very appreciated since i suck in this arena !
    textureredo.jpg

    also, to see what the old texture i was working on looked like *forgive the over bloom, we were tweaking it at the time*

    screenshottu.jpg

    each of these images uses a 'flipped' reflection map so thats one reason why they look a bit different.

    screenshothsa.jpg
  • planaria
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    planaria polycounter lvl 17
    just trying to get a cool color design in.

    textureredo.jpg

    and a scratchy grime test, not sure about it yet, anyhoo..

    legscratch.jpg
  • altasa
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