This is a good start but I can't help but feel like it's a bit flat. The hard surface areas look great. The gnoll itself feels like you've jumped into the tertiary details of the fur without really blocking out the base forms first. I notice this most in the head since the mouth feels like it goes straight across the teeth. I feel like his jowls should hand down a bit. Also the feet feel a bit boxy and flat. Some arcs and forms would really help this out. Like I said, good start but it needs some work to really shine.
Swizzle: BUST a move! all the forms look awesome, super clean - I think maybe the transition from sideburns to stubble could be more smooth/naturalistic? just an idea as it looks nice and stylized right now so maybe its better that way.
rollin: that characters looking really nice, the pant folds in particular look good. The SSS doesn't look right to me, if your in marmoset it seems like your scatter depth is too high.
Okay, been working on this guy for way too long, but haven't had him looking good enough to show off until today.
Bumping cause this is cool and should be on this page as well. The screenshot doesn't do it justice, seeing it in motion is totally worth it. Did you use Unity's skinned cloth for the piece of cloth between his legs?
Swizzle that would make a nice demoman start .I know its probably not done but the eye glasses arm should be on the outside the hair over the ear .Good job tho
Hmm. You should take a look at skinned cloth, it's much more optimized than interactive cloth since it's oriented for characters. You'd have to skin that cloth with bones though. Actually in this specific case it might be better to leave it as it is but for stuff that moves along with the character like a cape or a skirt I think you'd be better off with skinned cloth.
Hmm. You should take a look at skinned cloth, it's much more optimized than interactive cloth since it's oriented for characters. You'd have to skin that cloth with bones though. Actually in this specific case it might be better to leave it as it is but for stuff that moves along with the character like a cape or a skirt I think you'd be better off with skinned cloth.
Agreed, I looked into skinned cloth as well. I tested this character on an Android tablet(2-core) and it runs well with the interactive cloth so I decided to keep it. He's just a portfolio piece ATM, If I decide to use him in a project I may have to consider a more optimized approach.
Hey guys, I got a little problem here, The edges of my normal maps are acting up.. They seem to go inwards. Anybody know's how to fix this. I tried both 3dsmax and xnormal for the normal baking but they both do the same
Testing some baked textures from high to low poly. For a big robot project
I think the overall shape you're going for here is neat, and I like what you're doing, but your bake seems kind of blurry and fuzzy in certain places with some artifacts. If you could fix that, I think you'd have an excellent piece!
Replies
No idea what this is but I am liking it immensely.
a leg! slowly working through the pieces...
16.900 tris
marmoset screenshot
this is a part of some downloadable content
for the MCS tool by jan berger
Abandoning my Bane model now lol
For an Orc character, Double bladed great Axe.
This is a good start but I can't help but feel like it's a bit flat. The hard surface areas look great. The gnoll itself feels like you've jumped into the tertiary details of the fur without really blocking out the base forms first. I notice this most in the head since the mouth feels like it goes straight across the teeth. I feel like his jowls should hand down a bit. Also the feet feel a bit boxy and flat. Some arcs and forms would really help this out. Like I said, good start but it needs some work to really shine.
Well, i think im done. C&C appriciated
a few samples
-Adam
Doing a highpoly version of the player ship that I did for Ultrablast. Finally doing some hard surface modeling again!
lots of derp right now...
Here are some simple character designs for me project:
Love those characters, Nick!
Here's a quick Update on my project, Super image size inc.
unity player required :
http://shaunlarkin.com/unity/orc/
ugly screenshot to go with it
The walk cycle is a little rough.
this is now my gta4 model with textures. nice game but I'm bit late as usual when it comes to play the newest games..
the boots are looking bit strange in the middle shot. guess it's because of the shape of the white part and the shot angle.
rollin: that characters looking really nice, the pant folds in particular look good. The SSS doesn't look right to me, if your in marmoset it seems like your scatter depth is too high.
Okay, been working on this guy for way too long, but haven't had him looking good enough to show off until today.
EDIT: Redid the pose, would love some crits on this guys new posture:
Compare to http://dylan-brady.com/publicimages/africansoldier.jpg
Grats for getting props on the front page!
crosspost cos I'm a bastard
http://www.polycount.com/forum/showthread.php?t=95073
^^might explain what the bloody hell is going on with him
cheers
Bumping cause this is cool and should be on this page as well. The screenshot doesn't do it justice, seeing it in motion is totally worth it. Did you use Unity's skinned cloth for the piece of cloth between his legs?
http://unity3d.com/support/documentation/Components/class-InteractiveCloth.html
These 2 pieces are so awesome that I carry them for this page too. Excellent works, fellows.
Hmm. You should take a look at skinned cloth, it's much more optimized than interactive cloth since it's oriented for characters. You'd have to skin that cloth with bones though. Actually in this specific case it might be better to leave it as it is but for stuff that moves along with the character like a cape or a skirt I think you'd be better off with skinned cloth.
Agreed, I looked into skinned cloth as well. I tested this character on an Android tablet(2-core) and it runs well with the interactive cloth so I decided to keep it. He's just a portfolio piece ATM, If I decide to use him in a project I may have to consider a more optimized approach.
thanks for the suggestion
and the link again :
http://shaunlarkin.com/unity/orc/
I think the overall shape you're going for here is neat, and I like what you're doing, but your bake seems kind of blurry and fuzzy in certain places with some artifacts. If you could fix that, I think you'd have an excellent piece!
This is pimp man.
So there's no real way to get rid of it? Even if it will be less noticeble later on I'd still like to know for the sake of knowing it