Xaltar: Much appreciated. Demon Princess: Thanks that's great! Probably would have never figured that out without your help. Really amazing work they did with the painting, again; I can see why you guys kept mentioning them. I'm gonna keep on studying the textures as I go here. Genz: Thanks, glad you like it. I worked on…
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…
Leviathan: Okay, I will see what I can do. I was getting a bunch of comments on my last guy that I should use more black aliased lines, but maybe I went overboard this time around. Wafer: Thanks, yeah I am trying Convert to handheld specs rather than just make a Copy of the original like Cholden outlined It's been a while…
Leviathan: Alright, I took your advice and added quite a bit of damage to the armor. I also tried to be more sensitive to the edging, but I don't think I was able to convert it completely to an overhead lighting setup. Great advice! Thank you. DemonPrincess: That is so awesome of you to keep feeding me such valuable…
Yes, ander after that, let's make a 20K triangle model and only make a 128x128 diffuse for it! It'll be awesome! Or... maybe not. :poly144: All jokes aside, looking forward to the texture!
Your doing this oh so wrong... In fact, looking at your work, its REALLY obvious you are just directly copying the diffuse texture of Marcus, thats what it looks so flat and looks like its waiting for normals. Just paint at the actual res, take off texture filtering.
Hello Brad, I just want to say that the proportions look verry good now, and just pointing out that low poly models always need to be tweaked a bit in a cartoony way. About the texturing, im not sure but I think that you need some more texture space to up the quality of the diffuse. Good work dude
Woogity: Much appreciated man! Here is my prep work for the Violator Clown character. I grabbed some reference pics from the comic books and web, and drew up some quick orthos. I plan to keep him around the same stats as the GOW characters So, about 500 Tri's for the character and 256x256 Diffuse (since there will be no…
Yeah. I actually skimmed this thread the first time and thought you'd hand painted that character. Until I took a 2nd look I assumed you just did a pretty fantastic job of painting a diffuse to look just like a rendered GOW model. It would be a better exercise of your skills to paint from scratch, to be sure. That said,…
Snader: Yeah, I woke up the next morning and was wondering the same thing. Especially since I set myself a specific tri count (500 tris) I don't think its worth making the extra cuts in the geometry anyways. However, if your working on a project for a studio where its all about optimization, maybe the extra geometry would…