HI GUYS. It's me, ceebee, and I'm approximately a month and a half from graduation. So I figured it's time to post a thread and get some crits or advice and whatever else you guys can help me with. The next few weeks are going to be rough as I'm getting my characters (and some realtime effects in UDK) completely finished and in a nice portfolio before graduation. Some of my stuff is on my blog in my signature, but I have a lot of stuff I haven't put up there.
I'm currently working on this fella, and he's due in class in 7 hours so we'll see how well I can texture him given that time:
After class I'm assigned to do another character that's due in 2 weeks so we'll see what I come up with then.
So...it's on! Time to bang stuff out as best as I can!
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I really love the design of it and your 3D version is just as sweet, really nailed the concept. The tail could have used a bit of love too, but other than that it's awesome. Looking forward to see what you do with the textures.
Oh btw, you said,"Some of my stuff is on my blog in my signature.", but your signature seems to be hiding from me
Mein, you probably have signatures turned off on the forum.
Lookin' baller ceebee
Subscribed to it on google reader now. First 3 images were enough to get me to subscribe. Awesome work.
Oh and who did the original concept?
Here's my final textures + wires, and a turntable >>>Here: http://curtbinder.com/themockturtle/themockturtle.html
Should be quite a challenge (especially when the due date is in a week and a half), I'll post updates on my sculpt soon :]
Thanks man, been a huge fan of your work for the longest time.
Too soon (5 weeks)
Good progress, he already has this "massive" feeling to him.
I really have to practice zbrush more, I had troubles making (crappy) concrete stairs and you just throw this together like it's nothing
Keep it up!
Deadline is Weds to have it retopo'd and textured so we'll see how I do between now and then. Hopefully I can make it in time.
Aiming for around 15-22k tris for now.
high pol looks awsome, hope the bake turns out well
Triangles don't cause weird shading on low-poly models. Bad low-poly models cause weird shading on low-poly models.
low-poly models are literally all triangles at runtime. They don't have the tesselation issues a triangle in a subdivision mesh has.
looking boss ceebee!
Yeah what Ghostscape said, also since most parts are going to be static and aren't going to be deformed I can get away with using a bunch of triangles to maintain the silhouette as best as possible while keeping the mesh fairly low. As long as I don't have any really weird super long triangles the shading will be alright. I'm keeping a close eye on the shading when the normals are smooth so I don't run into those problems.
@nizza: Thanks mate! Your stuff is coming along splendidly, look forward to more updates from ya
Sheeyt got him a lot lower than I expected. Probably be 11-12k tris with the emissive geo inside of him and the fire sprites. Shot is normals only in Marmoset (I LUB MARMOSET)
Can't wait to see it finished !
For a few parts I did a decimation and then fixed the topology in Topogun but there were too many situations where I would get really long triangles and it was very annoying so I stopped doing that. For 95% (out of 45 unique pieces) of it was tri-by-tri hand retopo.
Willdo! I have a good bit of freedom now that I've managed to get it so low, I'll definitely make the feet stand up against the rest better. Thanks mang
I also would add more detail araound the foot. Don't worry too much about the polycount .
Haven't had internet for about a week now so I'm at my school's labs posting this. Hopefully I can get it up soon as I usually work at home.
regardless, its looking ace :thumbup: