Akimine - sweet, looks like he belongs in STALKER. Eveyone else - while I completely agree that locking the thread was a bit overboard on hawken's part, can we please take that whole discussion to a GD thread? In fact: here
Hey tacit, it looks great as is but I'd say model the whole body straight or it will bite you in the nuts when rigging it. I know It wont look pimp/posed anymore, but if you plan to animate or pose it it will save you headaches.
Just started on this, I plan to stay away from the usual production pipeline and want to quickly make rouch basemeshes for each piece, and sculpt each piece one after the other - instead of doing the character as a whole. Day one, kneepads!
[ QUOTE ] Cheap: Whats with the hardon there? I dont really understant that.... Is it so you dont have to animate it? Just have it errect the whole time..... [/ QUOTE ] Probably becuase I can't animate him flacid. HE will be flacid ingame though.
I wanted to work with very low budgets for a while and also always dreamed of modelling a garbage collector... Dude + bin are at 588 triangles, texture is a single 256 for the whole thing (full scale on the shot here). Anims should come too :]
Pior - Wow man thats a whole lot o' awesome, I gotta check out that "enzo" i've been looking for a better projection painting prog, zbrush and bodypaint etc, don't cut it for me. Anyway just some more lil mecha dudes,
Thanks. I'm basicly done with the head. The clothing contrasts his armor so its not a monochrome piece. The whole thing goes well together. Also, the mask is simi-glosy so you'll get some of the color from the cube maps. Yes its for an hl2 mod.
cheers MoP - yeah, i have n't touched the boots yet. shoes/footwear are a pain so i tend to leave them till last. definitely I can shave some polys off the boots. The whole character is around 4700 polys right now
Well even though I had just finished UVing the whole thing I decided to rework the model, here's where I am right now with a lot more updates coming (its still rough in a lot of areas) What's work without rework anyway, right?
Definately not low poly. Sits at around 49,276 tris, all quad topology (as far as I know), so it can be brought into ZBrush without it complaining. I'll probably finish the whole skeleton up once my project is complete, and properly model the vertebral discs, but this is all I need for now.