New commissioned model. I retopologised the body base as I hope to rig it some time... rigging and animating a character has been my goal for a long time but I never get the time to do it between commissions and other life stuff. wireframe
Was the specularity map realy needed that much? He looks too shiny now. Oh and since i'm picky... Lower the contrast on the neck or blur it. Its too cartoony. Pretty awsome though. Edit: Oh and can we some some wireframes of this guy?
Jonathan: clone your model then add a slight push modifier to the clone and give it a wireframe material. Shadow: nice tank - I agree with EQ, I think the noise is a bit too uniform over the entire tank. Still looks very nice though.
Hey thanks all for the comments. For the lighting in general, I think I'm gonna simply try a render in a real-time engine... :) I'll do some wireframe snapshots tonight ! (but keep in mind the wire is made to use the vertices color set (for the blend or AO))
That's really cool , there's also modelviewer inside of the game Q4. Ctrl + Alt + ~ ( or Ctrl + Alt + ² ) You can download any model of game and study his wireframes (for exemple)- ....or also see any animation. really great , thanks goes again to ID & RAVEN.
Looks like I messed up something in the Free Edition that would cause larger shaders to mess up their code, causing red wireframes. You can download 3.15 (from the same location you downloaded before) and that should fix it. Sorry about that.
Ah, you mean those "bounding-box corners" ? I find them usefull, otherwise there's no way to tell what or if you have something selected in shaded (non wireframe view). 3DS Clean turned them off but I immediatly switched it back on.
The words "AO render" and "Professional" when referring to showing off a wireframe / clay render don't generally belong in the same sentence. It's almost as professional as throwing down some uber-1337 lens flare. Unless of course, you know what you are doing.
This is my wireframe, I did it for the sake of making it but I did get graded for it in my portfolio class. It is normal mapped but I was't planning on putting it in game. The polycount is ok but I can definetly take some polys out on the spikes on the top of the domes.
Awesome work so far! I also agree with Lyte. The steps are too high in density for what it is. If you were to show the overall wireframe for a breakdown shot, everyone's eyes will go directly to those steps and wonder why they have so many loops. Those steps can be flat faces with just beveled edges. You will get basically…