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#1 (permalink) |
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Industry Artist
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Warhammer Specmarine
![]() One of the very few character models i have done, i tent to stick to enviorments and what not. Would like some crtis. Ploy count is about 3k tri, it's going into the torque game engine so any higher and i think the game would crash. haha. |
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#2 (permalink) |
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Game-Artist.net Staff
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Looks a fairly solid model. Can't see be sure but I get the idea of the mesh, I think. Can we see some wires to be sure?
I'd maybe round out the shoulder pads a bit as they're a very distinctive part of the original design and they look a little blocky there. The shoes are clipping the trousers, too ![]() Oh, and I've had 5k tri models in Torque before and it's fine with it. |
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#4 (permalink) |
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Game-Artist.Net Founder
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Good start! What pops out to me immeidately is the distribution of detail. On one side, you have detailed parts such as the skull on his chest or his head, but on the other side, you have a very low poly hand. You should consider enhancing the model with a normal map if the engine supports it.
Great example: http://www.t3h-v.com/folio/corum.html Keep us posted on progress ![]() |
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#5 (permalink) |
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Industry Artist
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I want to normal map the character, but the engine doesn't support it. It the standard torque engine, so it's tribes 2 haha. I looked at the unreal 2k4 models and i was trying to mimic the way they model there hands. I know it's not that great for showing off. But i am going to take another look at the distribution of detail and space it out a bit. A lot of the detail i will have to do in texture details. I might normal map it for the hell of it. Later on, but i have to get it in game and animated before the end of January. Thanks for the feedback though, i will be doing a detail pass when i get home.
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#7 (permalink) | |
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Industry Artist
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#8 (permalink) | |
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Industry Artist
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