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#14 (permalink) |
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Game-Artist.net Staff
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I like the proportions on this guy, you'll probably want to throw in another loop at the elbow to help it deform
also the chest is quite v-shaped coming to a point in the middle, I know this is a cartoon character but the the centre line of the chest is usually recessed slightly with the pectorals either side of the recess
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www.benjaminclark.net |
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#15 (permalink) |
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Senior Artist
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Your texturing all ways makes me cream, I'm about to go and read all your secretes as to how you make them in the speed texturing thread! HAHAHA!
With your character tho, I don't really get why you are doing him high poly. With a character like you really dont need that many triangles as there are few details that need to be defined. I personaly think you would be better off starting small with a max of 2.5-3k and work out how to use them correctly rather then throwing loads all over the shot! |
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#16 (permalink) |
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Game-Artist.net Admin
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yea, i can understand that. It's part of the assignment, so we can't realy chose (i would have picked low poly for sure). I think they just want us to learn how to apply good edgeloops end maintain a nice polyflow, before they add something like a max polycount... Second semester will be a low poly character though (and a high poly for the normal maps)
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#19 (permalink) |
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Game-Artist.net Admin
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alright, new one. deadline for the whole character is monday, and i still have to do the head, and extra details...
![]() edgeloops are far from perfect, and there are no knuckles yet, and the fingers are a bit to far positioned from eachother. but other than that i'm pretty happy with the result... |
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#20 (permalink) |
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Game-Artist.net Admin
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Aaargh, edgeloops! I badly needed to do something else, so I started modeling for my new map project i'dd like to start soon. I realy enjoyed mapping for "Resistance", so I realy want to make a new map (for CSS). But this time with tons of custom content, and no deadline so that i can focus on the art rather than the time that I have left...
Anyways, first one: ![]() scale could be off /Edit: Almost done here to, finaly... ![]() Head: http://img209.imageshack.us/img209/2...nwip012pl6.jpg (position of the eyes will be fixed when i start rigging) Wires: http://img516.imageshack.us/img516/2...13wiresrf4.jpg
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![]() ![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - Last edited by doylle; 11-19-2007 at 04:08 AM. |
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