Hi, liking your work! His upper arm seems a bit off to me, like its bending, but that might be the clothing making it look like that. Made a quick image explaining what i mean. Also the boots could have more flow in the shape and not hard lines on the sides as i tried to illustrate:
Thanks for the paintover! The arms are fine, at least line-wise in the model, however, I will definately tweak the boots! Thanks for pointing that out!
Here's an update on the hair.
Having a real hard time deciding on the style I want for it.
I like the shape much better now, but still think the line is abit to hard near the top side of the boots, would like them more with a smoother arc from the side all the way over to the other side. Unless you intentionally want that line
I gotta say, this is freakin' awesome. if only Nintendo would take a page out of your book, I might buy some of their games. The only thing that draws my attention as perhaps being a little strange is the way the excess belt hangs, from your renders is looks like it loses volume, however, if it's supposed to be leather, it shouldn't be... yawing (sorry for the aviation term, it's all I could come up with ). Here's... kind of a picture of what I'm talking about.
See how the belt changes direction but doesn't change volume, and that the belt largely only deforms in 2 axes? It can move along a third axis, but it is very slightly over larger distances.
Beyond that, I've got no other critiques, I'm way excited to see him all textured up.
Thank you very much for the feedback and the kind words!
I understand what you mean about the belts. Will see what I'll do about them. In the middle of making the lowpoly at the moment, but it shouldn't be a hard task.
First, I envy you for having time to do something this awesome
Second, I envy you for doing this as I love Zelda and it never crossed my mind to even try and do this
Third, I think you've done an awesome job!
Fourth, I'm sure you've covered it somewhere in this thread but I gotta get ready for work and don't have time to search, but what did you model the high poly version in?
First, I envy you for having time to do something this awesome
Second, I envy you for doing this as I love Zelda and it never crossed my mind to even try and do this
Third, I think you've done an awesome job!
Fourth, I'm sure you've covered it somewhere in this thread but I gotta get ready for work and don't have time to search, but what did you model the high poly version in?
Thank you very much!
I really appreciate the kind words!
Just a quick question..
I'm currently building the lowpoly, and I'm wondering what a good tri limit would be for a next-gen character of this style would be? I'm aiming for 10-15k. Is that too much, or standard today?
Just a quick question..
I'm currently building the lowpoly, and I'm wondering what a good tri limit would be for a next-gen character of this style would be? I'm aiming for 10-15k. Is that too much, or standard today?
Oh, and I got the topic name changed. Thanks EQ!
Character guys here do between 15k-20k. If you want it to be a portfolio piece I'd keep it around 20k.
Really nice! I think the nose is fine, it is a bit thin but the face suits it.
as far as tri count, this guy would def be a main character in game so like blvd nights says, 15-20k would be high but very acceptable.
I would personally just ignore tri counts while building the initial low and do enough to make it look good, if its 17k, then fine, if its 10k and still looks just as good, then its more impressive technically.
Thank you very much!
I really appreciate the kind words!
It's made 100% in Maya.
np
Do you by chance have any tutorial links or examples to show about when you went about modeling certain details like the indents/creases/seams in the gauntlet and other such tidbits? I assumed it was done in maya but just wanted to check.
If you're lucky and I somehow find the time to do it, I might try and make a version of Ganon to battle against your link!...don't expect that for some time though (and DIBS ON GANON, no one but Disting is allowed to! >=)
and 10-12k seems about right for an in game player model
I'm sorry, I don't have any tutorials regarding that..
Would be cool if you made Ganon!
Here's the more or less finished lowpoly. Might tweak him a bit to shave a few hundred tris off.
It's also been UV-mapped, so I should basicly be able to start baking him today.
I feel like the topology in certain areas are a bit wonky. The chest/tunic doesn't seem like it would deform well, the bottom of the tunic could use at least 1, if not 2 more edge loops for deformation, and tons of wasted polys in the toe of his boot. Everything else seems pretty good, bu where is his hair?
I feel like the topology in certain areas are a bit wonky. The chest/tunic doesn't seem like it would deform well, the bottom of the tunic could use at least 1, if not 2 more edge loops for deformation, and tons of wasted polys in the toe of his boot. Everything else seems pretty good, bu where is his hair?
Thank you!
I had completely forgotten about deformation.. Been making so many hard surface models lately. I will definately add more tesselation to the bottom of the tunic.
And I will optimize the toes a bit.
His hair will be on a separate 512x512 sheet, and will not be baked, and that's why it wasn't included in this shot.
Here is my first test bake, that I did just to see how the lowpoly mesh would read.
I'm really, really happy with it.
Now I just need to bake some of the objects separately to avoid errors etc.
The ears don't sit right with me. Maybe it's just your lighting but the light pink tone makes them look plasticy, as if they're fake novelty elf ears or something.
Everything else looks solid. Keep up the good work.
damn it Disting....I really, really don't have time for personal projects right now, but I think you're going to force me to start modeling Ganon tonight
wowy your texture work really inspires me <_< the little details you put in really brings out the character
Thank you!
The ears don't sit right with me. Maybe it's just your lighting but the light pink tone makes them look plasticy, as if they're fake novelty elf ears or something.
Everything else looks solid. Keep up the good work.
Thanks for letting me know!
I was planning on faking some subsurface scattering by making them more red in the thinner parts etc.
So far I haven't been working too much on the face and fingers though.
damn it Disting....I really, really don't have time for personal projects right now, but I think you're going to force me to start modeling Ganon tonight
Haha, I'm sorry! x)
This is coming along great! Loving the hair. Nice direction. Are these just renders you're making from within the 3d software?
Thanks! Glad you like it! And I'm very happy to hear that you like the hair! Took me quite a few trial and errors to get there. :P
The images are printscreens from Marmoset Toolbag.
Because the texture work is so well done, my eye gets caught on his chin (probably because of the angle you chose in that last shot). Do you think splitting it with one more edge would smooth the silhouette there?
Replies
I don't really know what to do with him now.
Any suggestions?
Like these:
http://rpgfan.com/pics/zelda-gcn2/art-002.jpg
Here's an update on the hair.
Having a real hard time deciding on the style I want for it.
Used this image as reference for the new hair:
It's a concept piece from The Skyward Sword.
I also changed the top of the boots to look like they're actually soft.
Yeah, I might soften that up at bit.
Here's a full-body screenshot, showing the small changes I've made here and there:
Unless anyone has ideas or suggestions, I will start making the lowpoly now.
See how the belt changes direction but doesn't change volume, and that the belt largely only deforms in 2 axes? It can move along a third axis, but it is very slightly over larger distances.
Beyond that, I've got no other critiques, I'm way excited to see him all textured up.
I understand what you mean about the belts. Will see what I'll do about them. In the middle of making the lowpoly at the moment, but it shouldn't be a hard task.
Second, I envy you for doing this as I love Zelda and it never crossed my mind to even try and do this
Third, I think you've done an awesome job!
Fourth, I'm sure you've covered it somewhere in this thread but I gotta get ready for work and don't have time to search, but what did you model the high poly version in?
Thank you very much!
I really appreciate the kind words!
It's made 100% in Maya.
Hahahaha, come on! That's not very nice! x)
I see what you mean though. But it's a look I'm happy with, and I'm most likely going to stick with it. ^^
Is it just me that thinks it suits link well? x)
I'm currently building the lowpoly, and I'm wondering what a good tri limit would be for a next-gen character of this style would be? I'm aiming for 10-15k. Is that too much, or standard today?
Oh, and I got the topic name changed. Thanks EQ!
Hah I was actually gonna post one before he went over the top with all the plastic. But it's looking really good either way! Keep it up mang.
Character guys here do between 15k-20k. If you want it to be a portfolio piece I'd keep it around 20k.
as far as tri count, this guy would def be a main character in game so like blvd nights says, 15-20k would be high but very acceptable.
I would personally just ignore tri counts while building the initial low and do enough to make it look good, if its 17k, then fine, if its 10k and still looks just as good, then its more impressive technically.
np
Do you by chance have any tutorial links or examples to show about when you went about modeling certain details like the indents/creases/seams in the gauntlet and other such tidbits? I assumed it was done in maya but just wanted to check.
If you're lucky and I somehow find the time to do it, I might try and make a version of Ganon to battle against your link!...don't expect that for some time though (and DIBS ON GANON, no one but Disting is allowed to! >=)
and 10-12k seems about right for an in game player model
Would be cool if you made Ganon!
Here's the more or less finished lowpoly. Might tweak him a bit to shave a few hundred tris off.
It's also been UV-mapped, so I should basicly be able to start baking him today.
Here's a screenshot of the lowpoly mesh:
Thank you!
I had completely forgotten about deformation.. Been making so many hard surface models lately. I will definately add more tesselation to the bottom of the tunic.
And I will optimize the toes a bit.
His hair will be on a separate 512x512 sheet, and will not be baked, and that's why it wasn't included in this shot.
Cheers!
I'm really, really happy with it.
Now I just need to bake some of the objects separately to avoid errors etc.
Thanks!
I'll see what I can do about that.
Will continue working on this tomorrow.
Hope you like it!
Oh, and please ignore the hair, I am aware that it has the wrong material assigned. ^^
I really don't see the need to do that..? I will post the poly count with the final render though.
Will start working on the specular once I'm happy with the diffuse.
Here's another update:
Hope you like it so far!
Everything else looks solid. Keep up the good work.
Thanks for letting me know!
I was planning on faking some subsurface scattering by making them more red in the thinner parts etc.
So far I haven't been working too much on the face and fingers though.
Haha, I'm sorry! x)
Thanks! Glad you like it! And I'm very happy to hear that you like the hair! Took me quite a few trial and errors to get there. :P
The images are printscreens from Marmoset Toolbag.
Thanks all!
Still tweaking the texture.
Thank you very much!
is that real time rendering ?
ayoub55, yes it's a realtime screenshot from Marmoset.
Been working a bit on the face and basicly been all over the place tweaking stuff.
I feel that I'm almost done with it. Just gotta tweak the eyes and work more on the fingers.
Hope you like it so far!
I needed that to keep myself motivated.
Will definately keep working on the material definitions.