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.
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.
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.
Wow, love the intricate detailing! Kinda suggests a cross between warhammer 40k and Deus Ex to me! Feels like the final texture would suggest gold, brass and carbon fibre.
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
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...
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 !
also, to see what the old texture i was working on looked like *forgive the over bloom, we were tweaking it at the time*
each of these images uses a 'flipped' reflection map so thats one reason why they look a bit different.
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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.
Hmm, maybe the hips could be a bit broader? I think in combination with the big "boot" that looks a bit unbalanced rigth now.
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.
still looks decent. 1000 tri, 1024 normal map.
had to cut a few corners to get this leg at 1000 tri, but its exactly at 1000
which one do you prefer ?
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!
*ps* pay no attention to the screwy normals in the picture its a bug blah blah
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 !
also, to see what the old texture i was working on looked like *forgive the over bloom, we were tweaking it at the time*
each of these images uses a 'flipped' reflection map so thats one reason why they look a bit different.
and a scratchy grime test, not sure about it yet, anyhoo..