still working. nothing is fully detailed yet, except maybe the hat. i know the coat looks weird towards the bottom. im going to have a rope wrapped around him, so that will be covered. any ideas on how to make a rope around his waist?
mostly done i guess. still got the rope around his waist to do. its also gonna be around his shoulder. C&C are welcome. if anything looks bad i sure would like to know. this is my first realistic character, so yeah, pretty nooby. whats the best way to do the rope btw?
I think his face is taking up too much space on his head. Like if you just masked his face, blurred the mask, and then shrunk it a little I think it would work much better. It's a nice realistic model for a first try!
yep great first attempt at realistic, another image hosting site that i use is www.photobucket.com and seems like what your thinking for the rope would work. Though i think it would just be the one across the chest
thanks sub_roland! well the rope around his shoulder is actually the same rope around his waist. they would "tie in" with it while also carrying it, then use it when necessary, and they'd already be ready to go. im just not sure how to model it. maybe line tool???
update!!! got the rope in there. does it look okay? also, should i retopo the rope by itself as its own mesh, or with the body? any C&C would be fantastic!
ok, so i got a stupid question. how do i export this retopoed mesh out from Topogun into Max? also, does the retopo job look ok? does the knee area need to be more horizontal?
yeah im dont know alot about animation but it look like the knee area wont move well.
and i never used topogun but there most be ''export'' somewhere that you can use to export as .OBJ.
also you have alot of polys that are now very usefull that you should clean. like in the upper part of the boots i would delete at least 3-4 loop.
Hmm I can imagine that it'll be a little bit hard to get nice deformation, depends on how the back of the knee looks as well. Heck, best would be to speak to an animator, or rigger ^^ or an experienced character artist.
thanks guys for the comments. i will definitely go back and clean it up. i thought it may not animate well after i had finished. btw, what is the standard polycount for a game character?
I really dig that sculpt, but looks like it may be alitle to much polys. I suggest to look at other characters wireframe/edgeflow. And also to answear that question about how many polygons a standard character is, this may be a bit outdated, but this are some numbers from hl2 and it would still be pretty good guidelines
ok, so im using Topogun and i have run into a question. should i retopo some of the thing separately, such as the glasses and hat, etc, and then weld them together in Max? or should i just retopo everything together? sorry if these are stupid questions, im pretty new at this...
Been awhile since i posted on this thread. been working on other stuff. here's some quick screen grabs from Max of the texture. any comments would be appreciated... ;]
I would pose him a bit different so that you can at least see one foot. Maybe have one foot on a rock? As it stands, it looks like you are trying to hide the feet.
@darbeenbo i thought that as i posed him. i was just going for a realistic shot. he's gonna be in my folio, so i will have a "fancy" shot of him kinda like this, and then have the T-Pose to show off the wires and the full model. hopefully that shows that i am not trying to hide anything...
Replies
done.
It has to be the actual image address. so in this case the url that you would use is http://farm8.staticflickr.com/7142/6631649925_fb2f0ed4ab_z.jpg
and i never used topogun but there most be ''export'' somewhere that you can use to export as .OBJ.
also you have alot of polys that are now very usefull that you should clean. like in the upper part of the boots i would delete at least 3-4 loop.
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Police: 3,852
Resistance: 4,976
Zombie: 4,290
Helicopter: 6,415
Strider: 6,444
Alyx: 8,323