I got a chance to work on the Violator Clown PSP character some more. Right now he's all unwrapped, and I began texturing. I figure I'm about 60% through texturing, and for once I feel that its going pretty smoothly so far. He's pretty much finished with the shadows and highlights phase, except for some fixes I'll have to…
Hey, nice to see you did a pretty nice job on your own. I wouldn't say it's a huge improvement over the copy-paste one yet, but it should be easy to improve it now. Corv's suggestion is a great one, and will make your texture much better suited for the psp's screensize, although there's a second element to that:…
Holi: Thanks, I'm glad the proportions look better now the only thing have to worry about now is the texturing. I realize that he would benefit a lot from a bigger texture sheet size, that's really the challenge here. odium: I hope you are not talking about the latest texture work I am doing, and only referring to the…
Xaltar, Woogity: Yeah, I figured I would need to do a full rig, just wanted to make sure that I wasn't missing out on any tricks to speed up the process. Also, I use 3ds max, but thanks for the tip Woogity. So, I just did a standard rig with Biped in 3ds max and the Skin modifier; of course adjusting the individual vert…
i didn't mean to sound rude, thats no offense just a simple question, and again i don't understand your point quite right. "if you are trying to improve your skills as an artist, using a 3d model might not be the best way to do so" Why is that? The best way to learn is to see, be it a photograph, be it from nature be it a…
Pope Adam: Thanks! I'm glad people are still watching this, I thought most people stopped looking after I bombed with the first texture on Marcus ha ha. BTW, I did make the edges not so light like Japhir suggested, but don't worry, I think the detail is still there. Japhir: Much appreciated. Yeah, you are right about the…
mikezoo: Good question, but honestly I don't know. Like I said in the beginning of the thread, this is my first time doing a really low poly character like this. I actually figured out what the proper tri counts and the texture sizes should be by looking at Genz's work on cgsociety.org :…
I would take out some of the detail in the hands, specifically the wrist buffer, the finger buffer, and one loop from the thumb. Those are not really essential at this polycount and could save you like... 40 tris? That's quite a lot at 600 tris, and you could put those in the face to get some subtle definition there. I…
One of the big things you would need to do is step back from the work you've done so far. See it from a distance. It seems you might be working too close and doing all these micro details that mess up any real form when seen from a normal game view and at a distance. A game like this wouldn't be fullbright. Take a look at…